These cracks are, for a dungeon running 5 man aficionado such as myself, enough to make me take a step back and wonder what, if anything, the game has for me at level cap.
Sure, level capping is not hard. I could tradeskill my way to 80 if I wanted or even use XP potion boosters. It is what is at the end game that had me worried all along.
Guild Wars 2 is by nature not a "raiders" game. It is a PVP game and I knew that going in. I knew that it would possibly turn me off the end game no matter how solid the leveling experience may be. However even the leveling experience is starting to grow on me a bit.
While I do commend the game on its features that old evil MMO tyrant World of Warcraft has reared its head again and still proven that it has the best end game content. I am a dungeon runner by heart. My experience in the first Guild Wars 2 dungeon was so horrendous that I may never go back. It was, as Keen and Graev have stated here...a total clusterfuck.
I miss the ‘holy trinity’ of class archetypes in dungeons. I don’t miss them in big awesome events like the dragons, when questing/eventing, or in PvP, but I hate the lack of structure in the dungeons. To some of you that’s heresy, but I find dungeons entirely too spammy and the whole experience feels like everyone is playing a DPS class and just zerging the fight until it’s done.
To me that is not a dungeon. That is a tacked on experience that is neither balanced nor fun. You can read their summary of the dungeons I do not need to go into here. Needless to say what is the point of action/evade combat if you are going to design a dungeon that takes place in narrow hallways, rooms with furniture that block rolls, and small confined spaces teeming with terrible dungeon AI.
If a game does not have some decent core things to precipate cooperation and dungeon running I am usually out within 4-6 weeks. Sadly I find that happening with Guild Wars 2.
The devs have stated that there will be no LFG Finder. Why not? This is a common component that every MMO should, in this day and age come with. What makes the great older games fun? I will tell you. The ability to spawn your own content. The ability to work as a team to run dungeons. Whether it be LOTRO's skirmishes, RIFT's two man content runs, or even World of Warcrafts new 3 man scenarios you need to have something there. I am sorry but logging in night to night to go from heart to heart on a map is just not doing it for me right now. Not when other games have so much more depth and other things to do. Housing, small group content, larger dungeons, organized well structured 5 mans where people know their roles...these are things I look for.
As time goes on I find myself drifting from just logging in night after night to run around and fill heart quests on a map to wanting something more. I also do not like total solo play. Never have, never will.
The dungeon experience in Guild Wars 2 was so bad, so unpolished and so bland that I doubt I will try another one for a long period of time. I was not the only one either. Most members of our party were really disappointed at the thing and toward the end it got downright funny. On the flip side I had more fun in RIFT for the short time I went back Saturday then trying that GW2 dungeon dreck. This needs to be looked at by the Arena Net crew or many many players will simply go back to you know where. There needs to be that hook and this game just does not have at from what I can tell.
I am still not convinced that there is an MMO that can be created without using the Holy Trinity.
Other sources to take a look at:
The Dungeons are Bad:
Reward system fubar'd