I finally figured out how to explain dungeons in Guild Wars 2. Previously the best explanation I had was simple chaos and dodging. My guildmate has a better explanation: It’s like a WoW dungeon when the tank dies. That was so spot on that I had one of those mind-blowing moments of enlightenment.
Have you ever been doing a dungeon (probably in a pug), had your tank die, and suddenly the mobs are all over your healer or DPS and people just start running around trying to “dodge” the mobs but instead constantly die? Yeah, that’s Guild Wars 2 dungeons, but all the time.
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.
A solution would be to reduce the damage that mobs do to players, especially those in lighter armor. People would be able to sit still and focus a little bit more. The active dodge system should be tactical. Players should definitely still have to avoid being hit by the red circles, but less random hits dropping people would simply be a lot more fun.