Players are reporting mixed feelings about Guild Wars 2′s dungeons so far. Some think they’re too difficultly tuned and not quite worth the rewards, others think they are just fine, and merely need an organized group and a bit of smart tactics to successfully clear. Yesterday, Colin Johanson, GW2′s Game Director, had a few things to say about the inherent difficulty of many of GW2′s dungeons and how dungeon difficulty in general was approached during the game’s alpha stages as well as in comparison to Guild Wars 1. It’s an interesting read!
Here’s a snippet:
I’ll point out ironically, when we first turned on DoA back in Gw1 the posts you’re seeing in this forum from a few folks about difficulty were the exact same comments everyone had about DoA. It was “impossible, mobs were just tuned to do insane damage and have huge HP, there was no tactics to defeat DoA”, 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.
Keep reading for the rest of the quote!
LET'S GET SOCIAL