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?"
Having things to do at max level is a general rule of thumb for video games with PERSISTENT online universes. It is a benchmark of design philosophy - NOT player philosophy. Do not confuse the two since... you are making your own game. Learn to NOT blame the player, k? It's bad business. Always expect the player to compare/contrast your game with the myriad of games before it. Think of ways to inform the player on YOUR game's design and intent - which I don't think GW2 does a very good job at, IMO.
How many things you can do at max level ties directly into "what can i do at max level" - they are one in the same yet you treat them differently. Again, this is design philosophy. Seeing as how even you think they are different further reinforces the shortcomings of GW2's design intent.
Gear makes people feel powerful - people want to get amazing shit to stomp face. They want to get things that make them feel more powerful for their hard work, not just a coat of paint. If everything has the exact same difficulty curve - that leaves nothing to look forward to for lots of players. They want to feel challenged and want to be rewarded with more than some bling.
Dodging is a very BASIC combat mechanic - if people don't understand why they can't dodge all the time - then they are never going to be able to understand WHEN.
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.
Player error or misunderstood intentions? There you go blaming the player for ANet not doing a better job of introducing the player to different mechanics in a way that is meaningful and impacts the player. Look - not dodging enough or not using the environment enough - you can only hold down CTRL so much before you need to let it go so it doesn't act as a modifier when knocking off abilities. Sub 30 gear is a testament to just how crappy the loot system is early on - you should always be getting loot near your character's range. It's a carrot on a stick - give some nice stuff to the player and tell them BETTER stuff is over here. Nobody should have to use the TP or spend ridiculous amounts of time crafting just to be ready for a dungeon at 30... 30! Not dodging is also bullshit which blames the player and not the design. FFS man - not everything is the player's fault. PLENTY of us have linked pictures showcasing how you just can't see jack shit when enemies are being attacked. The faint FAINT red AOE circles on the ground can EASILY be missed with the incredibly shitty camera that you are FORCED to deal with in dungeons thank's to tiny spaces.
Again, stop blaming the damn player for shitty design. Crappy camera and can't see shit? LOL lern2dodge! No - that's not how this works. Too many ability effects on a mob and you're going to EASILY miss that important wind-up when you need to move. Too many AOE fields from players on the ground and you can easily miss the enemy's AOE field dictated by that faint red circle. Camera being shitty just adds to that mess.
This is not rocket science - there are design faults with this game.
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.
Oh my. Seriously? "smart thinking"? People aren't idiots so stop treating them like idiots. If there's only 1 way to go throught this TINY fucking hallway where my camera will be jacked and we're all clumped together and there's no way to fuck with enemy AI using the environment or they won't pull back to this larger room since Rytlock decided to run in and fight them right where they stand (stupid AI) - then I'm going to have a much more difficult time knowing when to dodge/get the fuck out of the way, do X ability, etc.
Is that the player's fault for the camera being fucked and a space where you are intentionally crammed up? I had Rytlock do some stupid ass shit in AC when I went through that was no fault of the player since he is AI controlled. We wanted to pull a pack to a larger room and Rytlock wouldn't have it.
Also, getting one shot due to "they unerringly stand right in front of enemies" - ahhh - so melee shouldn't play melee - also - you can be standing BEHIND the mob and have that mob just flip around and go to town without warning - since there isn't really a straight-forward aggro system - it's hard to tell when who will be targeted next. Let's not forget that enemies aren't set in stone with attacks - I've had them wind up an attack facing one player only to turn at the last second 180 degrees to whack me. Rolling out of the way of something that is less-than-split-second would require reaction conditioning no human being has.
What do you do then? Still blame the player? It's even worse when camera + ability effects GET IN THE WAY OF ACTUALLY PLAYING THE GAME.
There's a DECENT degree of difficulty in AC that gets marred by DESIGN FLAWS.
Don't confuse that shit with player error, please.