Just wanted to say thanks to all the tips so far. I’ll take them back to the group and we’ll see if things change at all. That’s assuming, of course, that I can get my wife back into a dungeon at all. She’s really been leaning in instant0’s direction, and thinking about bailing on them entirely.
I will say, as design decisions go, that I am frequently surprised that Story mode isn’t easier. I’m not asking for stuff to just hand over loot at the beginning of a dungeon as soon as you walk in, but I would think that, given that the point of Story mode is to, well, tell the story of the place, that it would be a bit more accessible. I could understand the difficulty a bit more in the absence of the Explore modes, but with them I think I would let Explore mode be that thing players do for 5-man challenges, and let Story mode be more forgiving.
Part of the problem is the 5-man dungeons are really the first place most folks will go where they need to start working as a group, and it wouldn’t be a bad thing to cut them a little slack in the first tier of difficulty. If you’re not going to make Story mode the introduction mode, then they should have at least made the first few dungeons ramp up in difficulty, so running AC and CM aren’t such a shock.
It looks like there’s 8 dungeons in the game at 30, 40, 50, 60, 70, 76, 78, and 80. It would not really have hurt the game so much for it to ramp Story mode difficulty up through that range. I’d still argue that the alternative (easier Story mode, challenging Explores) is better so more people can experience the story, but at the least let me get my feet wet so I don’t end up dying 20 times through the course of AC.
I also think intentionally omitting a LFG/dungeon tool in this day and age is particularly ignorant. You can certainly make an argument for it not being cross-server (such a restriction seems silly in a game that’s trying to knock down server barriers), but players have pretty much spoken out through several games now…it’s not fun to stand in [insert common zone] and shout out LFG until someone responds. It’s a huge speed bump that keeps people from doing what they want to do…play the game.
I’d also give the ArenaNet team a pass on this one for now if they’d simply come out and said “we want to do it, but haven’t had time yet.” But instead the last thing I saw was a dev saying that the lack of a proper dungeon LFG tool was an intentionally design decision, and they had no plans to add one.
The concept of the orbs, being an item that each server started with, and was desirable to hold, isn’t bad. It makes certain objectives more attractive, both from an offensive and defensive perspective, and made for some daring, high-tension raids (until the hacking started).
The buff they provided, on the other hand, was very poorly thought out. Making the powerful side more powerful, just ended up in some incredibly lopsided matches. I’m not sure the results of the matches would have changed that much as a lot of this was going on during realm balancing (which itself won’t be done until free transfers are stopped), but it would have at least removed one of the major disincentives of WvW, seeing another team up and holding the three orbs. It shouldn’t be that hard to come up with a different buff (karma/XP/coin) that would still make the orbs attractive targets, without unbalancing the game further. Of course that does nothing to prevent or discourage hacking the orbs.