I’ve also run a fair number of dungeons (and I am doing them all again now on my lvl 78 alt) and I really really like dungeons in this game, except for a few things that could be improved. Namely oversized health bars on some of the bosses and consistently not exciting loot. And the LFG tool, of course.
It’s kind of strange seeing some of the comments from someone who supposedly has experience with dungeons.
The game assumes people are going to be downed, and that you’re going to revive them. Dead players should probably be ignored, but downed players should be a priority. You have to be smart about it though, as enemies will still beat the crap out of downed players, and you don’t want to get yourself killed while trying to rez them, or pull attacks onto them that are going to speed their demise. The rez elites and such are great, because you don’t have to worry about the above.
Personally, I think rez abilities are a waste of skill slots. I honestly don’t remember one being used in any of my runs ever. Maybe, if you have a couple of very inexperienced group members that go down all the time but even then IMO there are better skills to take into a fight. As Reldan mentioned, it takes only 3-5 seconds and (sometimes) some coordinated effort to rez a downed (not killed!) player and dedicating a skill slot (especially on multiple players) to cut that time seems like a waste and will reduce your group’s overall effectiveness/flexibility.
I guess, you can say “the game assumes people are going to be downed” because downed state is a part of the game, same as you could say the game assumes people will get hit, healed, CC’ed, they will dodge, use CC and so on. However, it doesn’t mean that the game is built in a way to make downed state unavoidable. Sure, sometimes you just get caught in a bad spot and you go down but most of the time it’s due to some mistake(s) made by a group or an individual.
Downed state is expected, recoverable and avoidable. Most people will get downed a few times during a run. It’s just a part of the game you work with. This doesn’t apply to full deaths though. The game allows to graveyard rush most of its encounters and IMO this mechanic is the “training wheels” that allow people to complete dungeons even when they are still learning the game. If your groupmates are dying more than 1 or 2 times in a dungeon, they (or maybe your group in general) are doing something wrong. :)
Overall, I find the dungeons are a mess because while they made good on their promise to remove the trinity, they didn’t really take the next required step to actually replace it with anything.
They did replace the “tank, heal, dps” class-based trinity with the “damage, control, support” player-based trinity. This means that instead of requiring groups to have certain classes to fulfill those old roles, GW2 requires groups to have all players to fulfill the new roles. “GW2 removed the trinity” does not mean your group can go all dps. If all of your group members don’t do all of the above “damage, control, support”, you are not going to be successful.
In old trinity, a player could say, “I am dps, it’s not my role to cleanse” or “I am a tank, it’s not my role to buff” or “I am a healer, it’s not my role to CC”. It won’t work in GW2. Everyone is supposed to do everything they can to help the group. And if the group is lacking in certain areas, players are expected to switch around their skills and/or Major traits to compensate.
This leads to some fights really more about bullshit than anything else. If the AI decides it absolutely must down a particular person, then kill them while they’re downed, depending on the class that’s just going to be what happens. Enjoy the repair bill. Enjoy the run back.
Only if the rest of your group thinks all they have to do is dps.
If everyone is using their available CC, buffs, debuffs, heals, etc. Cripple, knockdown, daze, immobilize the melee AI, all kinds of reflection skills for the ranged AI, aegis, protection, regeneration, swiftness on the friendly. And so on.
Survival of every group member is a task for everyone in the group. Not just tank and healer as in old trinity.
Let’s also talk about how dungeons are in playable zones, but their level has NOTHING to do with the zone. So, recruiting in the dungeon’s zone is a waste of time, and while you’re leveling you encounter these dungeons that are of zero use to you. WTF.
What difference does it make where the dungeon is? You are not supposed to do your recruiting in the dungeon’s zone anyway, there are always multiple zones for any given level range, plus who says people are supposed to be in a certain level range to do a dungeon? Lots of lvl 40-80 people want to do AC, how are you going to get them if you want to do your recruiting in a “level appropriate” (30-40?) AC zone.
You do your recruiting in LA.
Or how the rewards are basically crap (they’re addressing this, hopefully).
Or how we’re back in the bad old days of spamming chat for groups. Solicitation is not socialization.
Yeah, these two are disappointing and I hope they fix them soon.
While we’re on the topic of dungeons, why aren’t all the story modes easy, training wheel things that actually familiarize people with WTF they’re supposed to be doing?
Every single MMO has these arguments. Difficulty is highly subjective. Even in this very thread some people said story modes are easy and some said they are extremely hard.
The rest of the game is easy. Why people can’t familiarize themselves there? Why can’t dungeons be challenges that test players on what they learned in the “open world”?
TLDR; The dungeons are a mess, but you really need to be reviving downed players because the system expects players to be downed.
Hehe, here is my TLDR then. :) The dungeons are great but you really need to make sure your entire group helps everyone NOT to get downed as the system allows well coordinated players to complete a dungeon with minimum “downs” and zero deaths.
As for the gear, it’s quite important but not overly so. Having power/toughness/vitality gear should certainly help less experienced players to survive a bit longer. However, gear will not magically allow people to tank dungeon mobs - all you get is maybe 1-2-3 extra hits before you go down.