Changes to Magg

Changes to Magg

in Suggestions

Posted by: Zenyatoo.4059

Zenyatoo.4059

The first thing I want to note here is that the changes im about to suggest are with one key philosophy in mind
Dungeons should require co-ordination.

I believe this is a philosophy that Anet once shared, and perhaps still do, but they have a really weird way of showing it.

There’s another tenet of these suggestions which might not be at first apparent, but is no less true.

Harder difficulty achieved through monster hp or damage is usually not a good test of co-ordination.

With these principles in mind, lets look at Magg.

A Magg run consists of several small events leading up to a final boss. It features a low amount of trash that you have to fight. But also has exactly 0 co-ordination needed. This is why it is so PuGable. As someone who has done the other explorable paths, I can assure you that they required far more co-ordination than magg ever has. (The torch lighting in both paths, the braizers in path 1, ETC. All of these required co-ordination of a higher degree)

TO wit:

change 1. Devourers – The devourers are the first main event. Pitting players against a swarm of devourers that respawn as long as the nests are alive.
Suggested change – Make a few of the pits respawn within a minute of being destroyed.
hopeful effects – Respawning if not killed within a timeframe is one of the best ways to require co-ordination. This change will give an incentive for players to plan around who is doing what. It also leads to multiple strategies, such as “Do we burst all the nests, or lower them to a few hits then kill them all in quick succession” and so on

change 2. First boss fight (Champion guy with the whip) – This is the first boss of the dungeon run. He deals very little damage. He does occasionally knock you back. He spawns devourer adds.
Suggested change – Make the siege devourer that he spawns at 25% spawn at 75% instead. Consider giving the boss a buff while the devourer is alive.
Hopeful effects – This change is less about co-ordination and more about making a currently very boring boss fight more interesting with the addition of a better mechanic. Also slightly harder, because despite the previous tenets we discussed, in this case, harder is better.

change 3. Bomb running – You enter a room and must run bombs to magg within a certain timeframe
suggested change – Add more enemies in the room. Give them cripples and immobilizes (for example, put pop up groups of ooze or something. You used to love this one in GW1 !)
hopeful effects – This change would hopefully give players a reason to clear the room before trying to run the bombs. It lengthens the dungeon somewhat, but I think that’s really a necessity. Normal groups wouldnt feel too bad about this change, as extra mobs means extra loot, and clearing a room of turrets and trash is really not that bad as long as the trash is manageable (and things like archers and ooze certainly are)

change 4. Lava fields – Players must cross a field of lava and fire
suggested change – remove the monsters. Give magg a cryo shield of sorts that he deploys. Anyone outside the shield takes fire damage. Make monsters spawn as magg crosses the fields of lava.
hopeful effects – Right now the actual strategy is literally, run across. The imps are immortal, the fires come back to quickly, and players dont actually have skills. Magg also refuses to move sometimes. This change will require players to position themselves correctly, and also fix several issues and design flaws with this challenge

change 5. door blowing – Magg stands still for 3 minutes to plant a bomb
suggested change – tone down monster spawn rate. Tone down monster hp.
Hopeful effects – gives a reason for players to fight. The fact is right now that fighting is just not as effective as running. And increasing the time limit is NOT helping this. As kiting is now even more effective (groups that couldnt kill the monsters before certainly cant kill them now. And kiting is still just as effective, because if you are dedicating 100% of your time to survival you’ll survive more than if you try to fight too) This event really needs to be toned down. A lot. It was the only event that was semi-fine previously. Then it got made way worse. Put it back to how it was, or even make it easier. If you use the other changes, it wont impact overall dungeon time limit, or co-ordination required.

That’s really all I have to say about this dungeon. And just to reiterate it
more co-ordination good
harder difficulty not always good
really terrible changes that dont reflect a need for more co-ordination really bad.