I’m no fan of GW2’s dungeons, but it sounds to me like you’re simply describing MMO dungeon runs in general. Maybe I don’t get what the community already understands, and maybe it’s the lack of dedicated roles that turn these dungeons into blitz fests, but… I’m stumped. I’m not a huge fan of plowing through trash mobs, but I don’t feel much like a hero for avoiding them, either. So… why throw in trash mobs to begin with? Why deliberately design a dungeon that encourages such behavior instead of creating a dungeon that’s just boss fights and nothing but? Works for plenty of TSW instances and it wouldn’t make the dungeons come across as a failed experiment. It’s not even a new thing to the devs, who more or less defend the right to go ahead and skip mobs. I guess it’s what we’re all supposed to be used to by now - I’m not giving a brilliant new observation. When I’ve mentioned or joked about this to guildmates or party members, pretty much everyone ignores me. It seems as though we pass up waves of mobs (and their associated bags of XP and loot) just to get it over with already. If I stop to attack anything, I get told to cut that out and get running again. I love my Ranger’s spirit of nature pet, since it can do an instant-rez of anyone nearby.īut I can’t shake the feeling that either the playerbase or the design team or both have conspired to create runs that teach us to be cowards. Some of the boss fights that we aren’t tricking are pretty engaging and the battles can be nailbiting as we try to keep everyone up and fighting. The design is cool and I love the idea of flexible dungeon runs. Each dungeon has two major modes and several paths that the group can vote on, although almost all my groups choose a tried-and-proven path of least resistance. There’s a lot to be said commending what I’ve seen ArenaNet do here. And I walk out of these dungeons just wondering what I’m supposed to be getting out of them. We get loot and gold - which is nice - and leave. Then there’s the “everyone stand on the exact same spot so we look like an unholy abomination of arms and legs and buffs” tactic too. Then most of the bosses are attacked with another set of tricks and terrain quirks, such as hiding in this corner or jumping up on that ledge. Unlike every other MMO I’ve played, it seems as though the group consensus is to avoid mobs at all cost, using speed to dash by them and terrain tricks to get them to reset, so that we can blast right to the boss. I’ve been doing a couple of these every night since my re-entry a few weeks ago, and I am still mystified as to their purpose and design. So there’s always more to learn, but even so I have to admit to being really puzzled by Guild Wars 2’s dungeons. Improving your guild means you’ll have a better chance at beating the harder dungeons as you progress and take down the ultimate dungeon overlord.As an MMO hopper, MMO sampler, and MMO juggler of yore, I acknowledge that I’ll never truly know the ins and outs of a particular game the way someone will who plays that single title extensively. Manage your guild well and spend your hard earned ‘glory’ wisely to level up and unlock more rooms and equipment.
GUILD OF DUNGEONEERING BEST WITH RANGER UPGRADE
Get to know each of your hero’s personality and traits, upgrade your existing heroes, and add new heroes while you try out new strategies to keep from sending them to their doom!.Entice, coax and bribe your heroes to clear the dungeons you build by strategically placing rooms, monsters and loot from the cards you are dealt.Restore your guild to its former glory as Dungeon Master by taking control of your fledgling group of heroes and leading them to victory! (after admitting to a few defeats of course).