I'm inclined to agree. AC can be fun, but it's one of the more difficult dungeons to me.
Then again when I did AC the trading post was down, so I had to manage the dungeon with whatever equipment I found from monster drops.
The only annoying part of TA story that I can think of is the last fight (more hilarious than annoying, can't even get mad when the party charges in and 4/5 people die instantly to the ranger) unless I'm forgetting something.
AC destroyed my morale when I first did too. Made me skip all dungeons all the way to 60. Then I did manor/TA and /facepalmed because they were so much easier. The intro dungeon should really be a lot easier / shorter imo. It's mostly the starting pulls anyway, and maybe the lovers fight.
Didn't start dungeons til 80 (minus the AC story which..honestly, wasn't really that bad) to me.
And how exactly are people supposed to learn about team work, combos, etc?Everyone helps everyone. PUGs fail because nobody works together as a team, nobody does combos, and people don't raise other people. This is not the fault of the developers or a design flaw, this is the product of people not knowing what the fuck they are doing and being bad at the game in general. You can't force people to work together but you can sure as hell punish people that don't in the parts of the game that require it most.
I am pretty sure that putting them against a brick wall at lv.30 is not the best way to do it.
Nothing in the game tells you that signet builds are not that good while in party. Not a single NPC gives you insight on the importance of CC weapons such as hammers.
After 30 levels of solo-play and dynamic events with 10+ people, you're suddenly expected to be proficient with combos and support builds - because everyone needs to support others, it's not a choice it's a necessity.
So you either start reading websites, guides, or ask guild members to teach you. And that's what I called bad design from ANet part.
It has nothing to do w/ learning. It's an objctive fact that AC is hard as fuck compared to 95% of everything else you experience in the other story modes dungeons. There is no reason for AC to have been the intro dungeon when others, such as Manor, are far far easier. The main overarching dungeon story doesn't really start until the 3rd or 4th dungeon.. so there is nothing lost if they literally switched AC and Manor in level requirements and adjusted the mobs accordingly.
People who have done AC at 30 have literally lost incentive to want to do other dungeons because AC is soul crushing. I don't understand how anybody can say it has to do w/ teamwork when it's just flat out harder than most of the other dungeons. And frankly, super coordinated team work and CC shouldn't be needed for the first instance since it's weaning ppl into the 5 man dungeon content.
you gotta get out of your XI mindset and not take what ppl say to the extreme other end to try to prove your point
This particular game tells you about pretty much every single thing you need to know while leveling. It lets you know that you can weapon swap once you get the right level, it tells you when a dungeon is available, it shows you where Hearts/Events are, it lets you follow an arrow during missions, etc. Hell, even the Mists have tutorials and ways to practice against different classes, and WvWvW has an NPC that bothers telling you how everything works. The only thing that clashes with all of this design is dungeons (let me reiterate, tutorials/guides are present everywhere else in the game).
You step into AC at 30 and: You don't get an introductory dungeon. You don't know control is helpful (especially since most control weapons are terrible for leveling). You might not even know how combos work. You most likely step in with whatever you have while leveling, making the entire thing even harder than it should be.
I don't even disagree with you, but your post feels pretty silly given the game we're playing.
Boulders.Originally Posted by Random People
Also while this game's incredibly casual, it doesn't mean certain things aren't allowed to be slightly more difficult than other stuff. I've seen a lot of complaining (not really just here..) about how 'hard' certain parts are, to which I just say get better. :/ I mean PUGs is one thing, but get a good guild with some friends of yours and run dungeons with them! You can do dungeons cross-server, even if the guest pass system still isn't in yet.. so if you need something bad enough, just grab a group like that or see if there's space for ya.
Granted I've seen a lot of people start to drop off and BG's been much less active as of late I suppose because the game's grown into the 'meh' state after only a month (lol), but hey. Just throwing it out there.
I notice that with most people, too. Plus, Borderlands 2 just came out and people spent a bit of time checking that out and are trickling back into GW2.
WvWvW every day still gets my blood boilin' for some reason. PVP just has that effect on me, and it's not always positive, but it is always fun. lol
Totally worth it. :3
andPeople who have done AC at 30 have literally lost incentive to want to do other dungeons because AC is soul crushing. I don't understand how anybody can say it has to do w/ teamwork when it's just flat out harder than most of the other dungeons. And frankly, super coordinated team work and CC shouldn't be needed for the first instance since it's weaning ppl into the 5 man dungeon content.
Thanks for clearing that out.You step into AC at 30 and: You don't get an introductory dungeon. You don't know control is helpful (especially since most control weapons are terrible for leveling). You might not even know how combos work. You most likely step in with whatever you have while leveling, making the entire thing even harder than it should be.
Shitsux, it's super hard to do at 30.. but you learn and adapt. That's how shit is. I'd hate to see these super below average gamers who get their 'souls crushed' play something like Demon/Dark Souls.
Missing the point
Difficulty/length of the dungeons are all pretty fucked anyway. It's not that great of a system. I'm just arguing my stance on things and how I've grown up playing vidya games. I didn't start playing during the age of online guides/walkthroughs on youtubes/gamefaqs. I had to figure shit out myself. So when I see people just give up because something is 'too soul crushing', I roll my eyes. Just my stance.
I'm completely fine with dungeons being "super hard" just because the rest of the game is super easy. Seriously 99% of hearts and DEs are way too easy. If you played any GW1 you would start running into very difficult missions fairly early on. A lot of the Cantha stuff before heroes existed were super hard to solo, and there was no handholding there. Also if you wiped in a mission, there was no respawning, you just had to start over from the beginning. Anyhow, my biggest complaint is the lack of really hard challenges in the game. I fully expect Anet to add those later like they did with GW1 hardmode.
I do find it funny how in GW1, they would time you on missions and the faster you did them, the better you would get rated and you would get a better reward. But in GW2 if you do things too fast, they punish you lol.
Sarcasm, clearly a learned skill.
Why not give you a difficult first dungeon? its optional content, you can chose to do it or not. With how faceroll manor is having something difficult to do is actually fun. I did AC at 32 and explorable at 35 yes it was difficult but actually taking more than 20s to discuss with your group what to do and asking what weapon options you have allows you to compensate.
Dungeon story starts at 30, AC is when Eir tries to mend the bond between Rytlock & Logan by trying to give them both a FDS.
I try to avoid reading wikis as long as possible ... especially with MMOs. Far too often people expect that you have read and memorized everything about an event/boss/dungeon/etc before you've ever even done it once ... as opposed to classical game play methodology where you learn by doing, not learn by preemptive memorization. Heck, in many MMOs (not Guild Wars), it often blows my mind how many quests in games often give you no sane or logical direction or reasoning for finding out where to go/what to do next (looking at you most FFXI).
May I present to you how games should work ... MMO dungeons included:
This is where attempting a boss a few times trying to figure things out actually helps, people just expect to be handed everything to them so very easily now, mainly because of WoWs pug dungeon system & mods.
I very rarely ever look at wiki's for information on any game and a few things on the gw2wiki are out of date, you learn better when you experience it which is why its always so much easier the second time through a dungeon. people need to get off the high horse about AC being too difficult, it's only difficult because its the first dungeon you come to and there's nothing to compare it too. After you've done a few dungeons and experience the jump in difficulty compared to normal content you get used to it.