1/13/2024 0 Comments Tyrian 2000 skip bonus![]() Have the NPC outside the dungeon sell the dungeon currency items. Let anyone who's completed the dungeon open a "locked" dungeon. Proposals to improve the dungeon experience:ĭial back the instantly lethal mechanics like that damn laser corridor in the crucible, take a look at where the most people die or quit in dungeon runs to find the worst problem areas. The rewards are miniscule compared to other farming options, anyone who's still actively farming the dungeons is only doing it so they can finally finish a skin collection, or they need the dungeon rune, or they need a gift for their legendary.īeating the dungeon for the first time should feel like an accomplishment, not something that can feel like an obligation to do the whole thing 30+ more times to finish collecting all the rewards, and even more if you want the rare skins. There's no reason at all to still have this time gate. Okay sure that made sense when they were the endgame content and they were farmed regularly, now it's just pointless frustration.Īnd then there's the 100 dungeon currency per path per day, which is then cut to 20 after one run. Several dungeons are regularly locked behind events that can take half an hour to complete. Getting hit could just give massive knockback and stun you for a few seconds, no need to punish the player with a painfully long walk back. For example, the rocket launcher tunnel in Caducus' Manor. There are far too many mechanics that are completely new and confusing to a new player, and many of those are instantly or nearly instantly lethal. They're balanced for the old progression system when you were stronger at level 35/40/etc than you can be nowadays. The Wiki pages for the class do really well at summarizing the different sets, it would absolutely improve the new player experience to see those listed right in game above the big training wheel.ĭungeons Are in a terrible state of neglect and have a plethora of problems, which is a problem because players are pressured to doing them by the in-game mail system when there's a very strong chance they simply aren't ready. ![]() This lets a player safely experiment with all the trait lines and find a build that works with the points they can spend, try out all the abilities at a reasonable time without going to pvp, and not feel like they're locked in to a trait line.Īdditionally, add some flavor text to summarize what the trait line/utility type does so the player can see at a glance what they do, and what they synergize with. Let characters below level 80 respec their hero points at a city, possibly even give them a skill test dummy to wail on. I personally think the hero point progression system needs to be revamped completely, but there's an easy quick fix. This results in players who experiment and make the early game, the formative experience of the mmo, much more difficult than it should be, or players who google "gw2 builds" and never get to experiment and discover the potential builds they can make. (you get 398 hero points just from levelling in total, but by level 40 you only have 116). It's not readily apparent that you'll get enough hero points to train all the options by level 80, and the earning of those points is heavily weighted to the later levels. The options are many, and the details behind each choice are buried inside the tooltips of nearly a hundred different icons. ![]() A new player gets handed a list of skill trees, 5 for active abilities, 5 for passive abilities, and gets a measly pile of hero points. Traits still suck for characters below 80. This is my pitiful attempt to list the worst of these problems, in hopes that some get fixed in anticipation of the Steam rollout. The new player experience still seriously needs work if GW2 is going to successfully ingratiate itself to a new influx of players, and there continues to be some glaring flaws that playing the game for a few dozen hours exposes, which will likely mar even unbiased reviews.
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