The problem most people are having when they come across this game is the wrong mentality of thinking for MMOs in general.
"What can do I at max level?"
"What gear can I get to replace my gear?"
"Why can't I dodge all the time?"
Instead, the questions should be asked:
"How many things can I do at max level today?"
"How can I acquire the looks of that gear and mix and match stats to make the gear I want?"
"When is the best time to dodge?"
etc.
TheYanger and his own opinions are very wow-centric, so if you read his posts he will come across as wrong as well. This kind of thinking doesn't fit this game, and if you continue to try to fit GW2 into WoW's mold, you will get more and more frustrated with the game, as many people here have seen to have done.
The draw to the game is the ability to do whatever you want when you reach Level 80. Technically, you can do more and more as you level up, including returning to older zones.
All the gear at a specific TIER of gear;
LVL 80 RARE
LVL 80 EXOTIC
LVL 80 LEGENDARY
has the exact same stats. A LVL 80 Rare Shaman's Norn Greatsword will have the same stats as a LVL 80 Rare Carrion Verdant Greatsword. The stat distributions, however, will be different. This is where transmutation stones come in. These stones are gotten for doing dailies, completing zones, and even can be bought off the gem store for cheap.
Thus it becomes acquiring the gear with the stats you want, then acquiring the gear with the looks you want. Some people interchange the two.
I personally believe that acquiring stats first makes the acquiring of looks faster (better stats meaning easier runs through dungeon explorables).
Secondly, to address the issue of Ascalonian Catacombs: The dungeon isn't hard - it's the first dungeon people cut their teeth on, and it's a doozy. The real reason why it's hard is because of several factors:
- People probably not sure how the game works yet
- People wearing sub 30 gear (making them have shit for health, damage, etc)
- People not dodging as much
- People not using the environment to their advantage
etc, etc. Most of the "problems" the dungeon has is based off of player error.
The game rewards you for smart thinking. If you can avoid enemies? Avoid 'em. If you can lure enemies to a much safer vantage point? Do it. If you can bring outside influences into the zone? Smart on you. These "inelegant" designs people think about the dungeon is because they're used to the idea that a fight has to go a certain "way". If there are multiple ways to a solution, does that mean that the problem was wrong in the first place? No, you were just smart enough to think outside the box. That is the biggest mantra the game teaches you.
And please, don't listen to TheYanger. The game is not based off of RNG. It's based off of you paying attention to your surroundings, not trying to facetank enemies thinking you won't get hit back, and hit hard.
Half of the reason people get "twoshot" or "oneshot" is because they unerringly stand right in front of enemies, or in the path of shots.
The fights I did with Hawkian the past two days have been amazing. Never before in dungeons have I ever felt like a crazy amazing adventurer, dodgerolling away from attacks, swapping weapons to drop a might buff and a heal with staff, then swapping back when the timer is up and leap attacking back into the fray, strafing around the enemy as much as possible.
You really just have to know what you're doing.
Whoa whoa whoa, calm down fanboy holy shit. First things first, I'm not a 'wow' perspective, I'm an MMO player, a gamer, and a rather skilled and hardcore one at that. I've been playing MMOs for nearly 15 years at this point. I've played ALL SORTS of them. This isn't about comparing it to wow, this is about flat out game design principles.
Dungeons are not 'lol it's not hard you're not paying attention'...Give me a break. Missiles home in, like every other wow-like MMO, so your choices are to blind mobs, roll, put up some kind of ranged attack blocking ability, get an aegis, or take the damage and heal it. Given the density of mob attacks flying at you in dungeons, THAT DOES NOT REALLY CUT IT for most classes. If you could say, hey player A you're gonna take the first 5 hits then player B, then player C, that would actually work. When it's just random who gets blasted with no rhyme or reason, it's just cheap.
There are decent boss fights in this game, that have actual mechanics besides just telling the players "Hey fuck you"...They're almost universally the easy ones, because the mechanics of the skill and class system don't allow much more. If you can't avoid an attack, it has to be weak, if you can avoid it, it's going to be easy if you're not a bad gamer. AC is the most blatantly 'broken' first dungeon experience I've had in any mmo to date. The worst part is that it's not even buggy, it's just flat out bad in ways that aren't fun.
I've now run the first 4 dungeons, and except for Cadaceus manor they've ALL had huge inconsistency issues. The nightmare court one had those packs of dogs that ALL pounce the same target at once and just demolish them. That was a lot of fun. The boss with the spiders and poison that just goes apeshit on everyone, I may have not gotten how you were intended to do that one, but it felt idiotic and unfun either way. The rest was fine. Sorrow's Embrace had the WORST BOSS I'VE EVER FOUGHT in an MMO. That's a tall freaking feat let me tell you. Aside from every boss in the zone having roughly 10 times the health they needed, the second boss having his bullshit Golem that just heals like crazy if you put a condition on him...that's asinine. The rest of the game basically BEGS you to load mobs with conditions in order not to wipe, and then throws one at you that does A) A shitload of damage, B) AE's everyone simultaneously a lot of the time, so you can't spread it out, C) has enough hp that you're fighting it for 10+ minutes, and it's just ONE FOURTH of the actual boss fight? My party had a mesmer, a necro, myself (a guardian) and 2 elementalists. Our DPS options were basically limited to elementalists shooting neutered spells that wouldn't cause dots, a mesmer doing basically nothing, and myself healing him now and then with Justice, because my class literally cannot avoid putting burns on things I hit. Oh, and his awful fireball projectiles? I can block em with wall of reflection, but it bounces back at him and causes a ton of burns that he heals off. The only way to avoid taking massive burning damage is to roll, or reflect it, which then heals him and he fires it too often to roll more than half of the attacks.
What part of this boss is well designed I ask? We learned YEARS ago making bosses where you can't do anything is unfun as hell (Ask plenty of wow classes who fought immune bosses to their damage types). You don't want me to use CC on the boss? Make him immune! I would HAPPILY turn off my conditions if I could, but I can't. We killed it, with the unavoidable conditions, and it only took 30 minutes of pure dpsing! THATS GREAT DESIGN YOU'RE RIGHT WHY DIDN'T I SEE IT BEFORE HOLY SHIT.
Then right after that? A great boss design, which is easy because its' forgiving and works within the GW 'no trinity' paradigm. A boss that ddin't take too long (about 5 minutes, long but not too long). We had a fine time in the zone prior to the crap golem boss, and a fine time after, but that one massive blip basically made everyone swear off doing the dungeon again. That's happened in NEARLY every dungeon I've done, people have said "this is awful" and never wanted to go again. Clearly it's just because they're so well designed that your average player can't see it. My bad.
yup, this is what I noticed, it looks like they have a server wide TS3 server or something lol
Some of the guilds give their TS info out to militia on their maps. It's a great time. Still really hoping ET SBI and JQ start coming back a lot harder soon (Not that the servers are at fault, but WvW needs the excitement)