ArenaNet takes a tempered stance on Guild Wars 2 dungeon balancing
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
ArenaNet's previously established moderation when making balance tweaks to Guild Wars 2 essentially boils down to "wait and see." That viewpoint extends to managing dungeon difficulty - Director Colin Johanson wrote a forum post yesterday to explain the developer's "active monitoring" of how many deadly, towering monsters punch players' faces in and vice versa.
"We'll be keeping an eye on bosses we think don't have enough varied mechanics to warrant their large health pools and updating them over time to make them more varied/interesting fights," Johanson stated. "We'll be monitoring and continually tweaking/adding to dungeon rewards over time and of course balancing where we see the need. And, of course, we'll be looking at adding more dungeons as well!"
Johanson went on to reiterate ArenaNet's thoughts on knee-jerk cries for content nerfs and buffs, writing, "The game is very new for most of our players, and I can absolutely promise with more knowledge of the game and advanced player skill, the explorable dungeons can all be overcome by joining skilled groups. We've seen many groups do it just fine in our internal alpha test once they had time to learn how to play the game well. Just like [original Guild Wars zone] Domain of Anguish, it takes time and practice to learn how to overcome stuff as hard as our explorable mode dungeons, and that's exactly the kind of players they are designed for."
While the dungeons haven't yet kicked my poor Thief's head off in terms of challenge, other critical areas of Guild Wars 2, such as a proper introduction to group content mechanics beyond flash mobs, could be improved. While challenging encounters certainly keep veterans and fans interested enough to return for more, it runs the risk of alienating fresh MMO players -- an audience Guild Wars 2's pre-launch fervor specifically targeted -- unfamiliar with how much coordination and awareness they demand.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Omri Petitte is a former PC Gamer associate editor and long-time freelance writer covering news and reviews. If you spot his name, it probably means you're reading about some kind of first-person shooter. Why yes, he would like to talk to you about Battlefield. Do you have a few days?


