Groning1 wrote: Tue Nov 11, 2025 2:21 am
Bringing back the mechanics is a great choice because it restores the depth, challenge, and teamwork that made the original Warhammer Online experience so rewarding. The reintroduction of these mechanics encourages proper group coordination, communication, and role balance—reviving the need for strategy over simple brute force. It also adds variety and replayability, giving both new and veteran players a more immersive and authentic PvE experience that feels true to the game’s Warhammer roots. By reintroducing these original features, the developers show a commitment to quality and nostalgia, strengthening the community’s connection to the game and rewarding players who value skillful play and cooperative effort.
Why would you auto-generate a nothingburger of an answer to try and defend Gunbad? Genuinely curious.
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Gunbad was like the only dungeon I hardly ever heard any complaints about prior to this change, since it was quick, easy, and had incentive for veterans to join up in the form of easy gold so there was never any shortage of mixed /5 groups.
Conjecture here (so PLEASE correct me), but I think what's happening is this:
Devs want to use PvE/dungeons with extended mechanics to try and force people to coordinate early while leveling. In theory bringing newbies and veterans together with the latter teaching mechanics (over voice), opening the door for further cooperation and setting expectations for what kind of team game this is.
Look at LV with its systematic introduction of mechanics and gradual increase in difficulty - it's a comparatively fantastic dungeon that blew all the others completely out of the water when it was introduced. It's a remarkable feat imo.
But here's the thing
it still sucks, and I and I think a very large part of the playerbase don't want to spend a minute more than warranted by progression in there (broken clock but **** BiS PvE items).
This is through no fault or lack of effort in its design - I'll reiterate that I think it's fantastic for a RoR dungeon, it's just that I for one am just not interested, and I think the game in general just isn't conducive to any 'engaging' PvE experience.
So what ends up happening instead with a playerbase that loathes PvE? The veterans just cba and only brute force speedrun carry friends/guildies through as warranted by progression, and just don't bother with /5 at all. The newbies get to fend for themselves and probably get very frustrated and then there's lots of complaining (although that is ofc. the norm, hey, I'm complaining here!). This probably until enough cheese etc. is found and spread so that the average player can run the dungeon blindfolded.
I'm maybe getting a bit off topic here, but *Scenarios*, not PvE is where IMHO people should be incentivevized to spend their time playing the fun part of the game and learning the value of coordination, roles etc. etc. that make up the PvP system. Let dungeons be a romp, and just let people perhaps get in contact with eachother there, and then PvP together as Queen Elizabeth intended.
If there are a bunch of people who genuinely enjoy the PvE then let them have it, and keep making cool stuff. Just please make it a bit more... Optional for those of us that don't. Start by slashing the crest costs, for like Invader in particular, and increasing SC rewards.
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Sorry the post is a bit disorganized, written on phone during a few bus rides

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