PvE and Dungeons Roadmap: October Update
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Re: PvE and Dungeons Roadmap: October Update
Throwing my voice in to also please leave gunbad as-is. If any change should be made it should be to shorten the length of the dungeon so we can spend less time on PvE, more time in PvP! If you guys really want to be doing things like this make a separate hardmode gunbad instance that you choose before loading in with better rewards/cosmetics?? Idk lol
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Re: PvE and Dungeons Roadmap: October Update
Tusakano wrote: Mon Oct 20, 2025 12:52 pm Throwing my voice in to also please leave gunbad as-is. If any change should be made it should be to shorten the length of the dungeon so we can spend less time on PvE, more time in PvP! If you guys really want to be doing things like this make a separate hardmode gunbad instance that you choose before loading in with better rewards/cosmetics?? Idk lol
agree. crypts/BB are the sweet spot for dungeon length (20min max with most groups). most players simply don't have interest in pve, because this is almost wholly a pvp game. i find it counterproductive to make a bunch of content that players feel forced to engage in (either because of saving 6k crests or pve gear being bis) while not wanting to. i understand that there are "multiple teams" or whatever but when pvp is in such a horrible state for such a long time both from a balance view (WL still unnerfed 16+ months later) as well as a content standpoint (campaign dead, city dead, SCs in trouble, ranked dead), it gives a bit of a bad image or thought to see more and more pve content coming in to the game while the main point of playing this game vs other games (pvp, specifically largescale rvr campaign tug of war) is left to rot.
it's well known that dungeons like BS are almost universally despised. this is due primarily to length but also due to frustrating mechanics (such as constant aggro drops in a game with horrific snap aggro generation capability and morale damage bombs). LV has a nice design, for the most part, but also a bit too long imo. maybe that cannot be alleviated due to strict adherence to live design for whatever reason. but trying to keep dozen boss "epic dungeon" experience from 2008 design philosophy in a pvp centric private server in 2025 feels like backwards design.
i say all of this as a hardcore/competitive pve player in other mmos (multiple world 1-5 raid boss kills in rift, gw2, wow and ultimate clears in ff14). as someone who generally enjoys pve and focuses on it. however the pve in this game is an absolute turn off most of the time due to how it is designed (length, mechanics, playerbase). i believe that this can be remedied with a different design perspective. pve in this game almost feels as though it is designed with only those who design it (and their friends) in mind, while not taking in to consideration the community as a whole and their desires and capabilities.
Gersy - Witch Hunter General
Not Good Enough / NGE
WH/WP/IB/SL/ENGI/SW
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Witch Hunter General's Compendium (WH Guide)
Not Good Enough / NGE
WH/WP/IB/SL/ENGI/SW
MARA/CHOP/CHO/SORC/SHAM
Witch Hunter General's Compendium (WH Guide)
Re: PvE and Dungeons Roadmap: October Update
Nice more PVE. Just what everyone asked for. Who cares about balance and PVP right ? Dont give me the pvp team is another team. Then maybe put some of the PVE ppl on the god damn PVP team.
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