Why CoE and CoF were made easier?

#1 - Oct. 2, 2012, 2:37 a.m.
Blizzard Post

This is the change I do not understand.

Personal Story -> is not very difficult.
PvE in general and Dynamic Events -> extremally easy -> I never experienced DE fail.
Dungeon Story -> Hard with very poor players, Easy with decent players.

I expected to have at least one part of the game that is hard:
Dungeons Explorable mode.

Unfortunately there are several issues:
1) Downscaling doesn’t work. Maybe AC Explorable is hard, when you go there with 5 lvl 35, but not anymore with 5×80 with full exotic gear.
2) Boss encounters sometimes have specific mechanics -> For example Ghost Eater in AC has cannons that you can use. Actually the strategy is to not use the cannons as these are useless compared to what your party can do. It doesn’t feel right.

I expect that it is not possible to beat a challenge without developing and executing correct strategy. For example: I really like the encounter in the 1st path of AC Explo, with the burrows. It was not possible to do without firstly developing a strategy, without noticing how the encounter works. Speed clearing burrows doesn’t work there.

So overally I have a feeling that the dungeons need to be harder in their explorable versions. It shouldn’t be possible to do with unorganized random group. The game needs to have a hard content for experienced, organized groups of players. I’m really dissapointed that ppl are able to do Arah, only couple of weeks after game release.

And now I read in patch notes, that 2 of the dungeons got nerfed. My question is: why? What was the reason?

#11 - Oct. 2, 2012, 9:40 a.m.
Blizzard Post

https://forum-en.guildwars2.com/forum/game/dungeons/Dungeon-Patch-Discussion-10-1/first#post324068

I detail these things in the discussion thread. There wasn’t really any significant nerfing going on, at least not as much as the patch notes would have you believe.