Colin Johanson on Dungeon Difficulty
I thought this was an interesting post from Colin over on the official board regarding Dungeon difficulty which can be highly subjective based on your current skill level.
Iâll point out ironically, when we first turned on DoA back in Gw1 the posts youâre seeing in this forum from a few folks about difficulty were the exact same comments everyone had about DoA. It was âimpossible, mobs were just tuned to do insane damage and have huge HP, there was no tactics to defeat DoAâ, etc. I went back and read through the original DoA launch feedback and it was literally identical to the comments folks on the forums are leaving now.
We made the choice back then to stick with the difficulty, and give people time to learn how to play the dungeon better and overcome it. A few months later, people viewed it as the most fun thing in the game and totally reasonable without us changing anything.
Weâll be doing the same with the Gw2 explorable dungeons, our own internal testing teams and alpha test groups learned to beat them using a combination of player skill, synchronous builds, strong use of cross-profession combos, use of cooking/consumable buffs (these make a huge difference!) and well formed player tactics. By comparison, after having months to play the game and the time our alpha was complete, some of our better dungeon groups felt the explorable dungeons were too easy for launch, we decided not to make them any harder given the expected player skill on launch.
Weâre actively monitoring every dungeon and working on balancing issues we encounter appropriately. Weâll be keeping an eye on bosses we think donât have enough varied mechanics to warrant their large health pools and updating them over time to make them more varied/interesting fights. Weâll be monitoring, and continually tweaking/adding to dungeon rewards over time and of course balancing where we see the need. And of course, weâll be looking at adding more dungeons as well!
All of that being said, the game is VERY new for most of our players, and I can absolutely promise with more knowledge of the game and advanced player skill, the explorable dungeons can all be overcome by being skilled groups. Weâve seen many groups do it just fine in our internal alpha test once they had time to learn how to play the game well. Just like Domain of Anguish in Gw1, it takes time and practice to learn how to overcome stuff as hard as our explorable mode dungeons, and thatâs exactly the kind of players they are designed for.
If DoA was any indication, a couple months from now, many of you will likely be posting saying most of the dungeons are too easy and you need better challenges