Do a weekly reset for the Fractals dungeon
Might want to edit it to exotic<ascended and the stat difference really isn’t that big of a deal if you just add it up taking into account exotics can be socketed with runes/gems.
Before someone comes in raging that the accessories are better please note that there are 6 pieces of gear that are not accessories which when socketed with runes make up the difference in stats, thanks. Also the difference between socketed accessory and ascended accessory is 2% of crit damage or 4% mf if I remember correctly not exactly ground breaking.
(edited by GrapeGatsby.6937)
Might want to edit it to exotic<ascended and the stat difference really isn’t that big of a deal if you just add it up taking into account exotics can be socketed with runes/gems.
Before someone comes in raging that the accessories are better please note that there are 6 pieces of gear that are not accessories which when socketed with runes make up the difference in stats, thanks.
Execpt you don’t know that because
1) You don’t know how Ascended bonuses will be added to Armor pieces
2) You don’t know how much more defense Ascended armor will have
3) You don’t know how Ascended armor will have stats rolled into them inherently
ANET is not going to reset Fractal levels because it goes against their new progression system. The only thing you can hope for is that, eventually, Dungeons that use Agony won’t be the only place to get Ascended gear.
If the dungeon is reset every week, then there is zero chance that any casual player will ever get to higher tiers of the dungeon. To reach the point where Agony kicks in, you have to complete the dungeon ten times. Considering that each run could easily be an hour long, that effectively locks many, many players out of the higher levels.
Wiping out people’s progress isn’t a solution to anything. The proper way to solve the problem is to make the dungeon inclusive (ie: All players can join at any level as long as one of them has reached that level before) instead of exclusive (where All players need to have completed every previous level before any of them can join).
This still leaves Ascended gear and Infusions as an artificial gating mechanic that holds players back based on time spent instead of skill or ability, and those things should be removed or heavily overhauled as well, but at least it means that nobody is forcibly moved backward in progression through the dungeon
Actually my point is that eventually everyone should or at least desire the best/optimal gear in game, be it if its purely for aesthetics or for that miniscular 8% difference in performance
Actually my point is that eventually everyone should or at least desire the best/optimal gear in game, be it if its purely for aesthetics or for that miniscular 8% difference in performance
And it’s a very valid point most people do strive to perfect their character in the long run at a variable amounts of time. I do understand that this ascended gear is not particularly following their manifesto, but I also do not see anyway for them to keep people interested other than to add some form of progression.
Might want to edit it to exotic<ascended and the stat difference really isn’t that big of a deal if you just add it up taking into account exotics can be socketed with runes/gems.
Before someone comes in raging that the accessories are better please note that there are 6 pieces of gear that are not accessories which when socketed with runes make up the difference in stats, thanks.
Execpt you don’t know that because
1) You don’t know how Ascended bonuses will be added to Armor pieces
2) You don’t know how much more defense Ascended armor will have
3) You don’t know how Ascended armor will have stats rolled into them inherentlyANET is not going to reset Fractal levels because it goes against their new progression system. The only thing you can hope for is that, eventually, Dungeons that use Agony won’t be the only place to get Ascended gear.
I agree it was bad reasoning on my part to assume that they would not release armor pieces that are also ascended, likewise though one should not assume that they will release ascended armor gear.
I agree it was bad reasoning on my part to assume that they would not release armor pieces that are also ascended, likewise though one should not assume that they will release ascended armor gear.
It’s not an assumption. They’ve specifically said that they plan to release “full sets” of Ascended gear.
Wiping out people’s progress isn’t a solution to anything. The proper way to solve the problem is to make the dungeon inclusive (ie: All players can join at any level as long as one of them has reached that level before) instead of exclusive (where All players need to have completed every previous level before any of them can join).
This still leaves Ascended gear and Infusions as an artificial gating mechanic that holds players back based on time spent instead of skill or ability, and those things should be removed or heavily overhauled as well, but at least it means that nobody is forcibly moved backward in progression through the dungeon
I see what you mean and yes i think this seems like the best solution, furthermore to add; if a lower scaled player were to party up with say… a FOTM 10+ player perhaps grant a little boost or resistance against agony
I agree it was bad reasoning on my part to assume that they would not release armor pieces that are also ascended, likewise though one should not assume that they will release ascended armor gear.
It’s not an assumption. They’ve specifically said that they plan to release “full sets” of Ascended gear.
Apologies, I probably should of read the ascended gear announcement more carefully. As for what I think you are implying agony as a gating mechanic, it is a very mild one there are definitely ones that you cannot avoid, however upon reaching level 10(and probably 20) and beating it you are rewarded with a ascended ring that will help with progression. This probably does not jibe well with your if one person completes a certain difficulty everyone should be able to join them in that higher difficulty, but I also do not agree this is a proper solution since loot is better at higher fractal difficulties and people that are willing to invest more time into FotM should be rewarded for their dedication.
I agree it was bad reasoning on my part to assume that they would not release armor pieces that are also ascended, likewise though one should not assume that they will release ascended armor gear.
It’s not an assumption. They’ve specifically said that they plan to release “full sets” of Ascended gear.
Apologies, I probably should of read the ascended gear announcement more carefully. As for what I think you are implying agony as a gating mechanic, it is a very mild one there are definitely ones that you cannot avoid, however upon reaching level 10(and probably 20) and beating it you are rewarded with a ascended ring that will help with progression. This probably does not jibe well with your if one person completes a certain difficulty everyone should be able to join them in that higher difficulty, but I also do not agree this is a proper solution since loot is better at higher fractal difficulties and people that are willing to invest more time into FotM should be rewarded for their dedication.
Future content will use the agony system. It seems like Dungeons may be closed of to the casual community from this point forward.
I agree it was bad reasoning on my part to assume that they would not release armor pieces that are also ascended, likewise though one should not assume that they will release ascended armor gear.
It’s not an assumption. They’ve specifically said that they plan to release “full sets” of Ascended gear.
Apologies, I probably should of read the ascended gear announcement more carefully. As for what I think you are implying agony as a gating mechanic, it is a very mild one there are definitely ones that you cannot avoid, however upon reaching level 10(and probably 20) and beating it you are rewarded with a ascended ring that will help with progression. This probably does not jibe well with your if one person completes a certain difficulty everyone should be able to join them in that higher difficulty, but I also do not agree this is a proper solution since loot is better at higher fractal difficulties and people that are willing to invest more time into FotM should be rewarded for their dedication.
Future content will use the agony system. It seems like Dungeons may be closed of to the casual community from this point forward.
Haha sorry if they mentioned this in their post. It does indeed complicate the problem if they do not have enough people leveling alts/new players being added into the community. I feel this is going back to towards the problem that there is no grouping system within the game that is cross-server if this is implemented even casual players should be able to find group mates that are also progressing at the same pace to group with.
Why should I lose all my progression just because others don’t have the time to play. Arenanet doesn’t care about their players anymore, there’s no need for this hand in hand behavior.
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
Why should I lose all my progression just because others don’t have the time to play. Arenanet doesn’t care about their players anymore, there’s no need for this hand in hand behavior.
I don’t get how not losing all progression leads to Arena.net not caring about their player base.
They wouldn’t have added the current system if they cared would they?
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
They wouldn’t have added the current system if they cared would they?
They added it to appease the crowd before this whole ascended thing that were complaining that there is no end-game. Just because what they did does not jibe well with you and a group of other people does not mean you and that group of people make up the whole player base.
When i read about the fractals and realized what it was, a roguelike, i was amazed that they actually had done something even remotely similar to something i’d suggested elsewhere in the forum. I’m happy with this progression, but it is imperfect.
What i’d change:
1. visits to the safe haven between fractals. I’ve only seen two so far, both times i’ve gone in, which makes me question the true randomized nature of the beast. But after finishing the first fractal, my group has usually died a couple times each, and a repair would be nice.
2. some kind of point to each fractal. Why are we here, what is important about this place in time? Some of it is based on past events, but for those players who have not played GW1, these places and people have no background, and there’s no narrative to go along with the journey through the fractals.
3. Waypoints. Because waiting for the last player to die so the whole party can rejoin the fight is boring. Because bosses reset when the party fails, but our armor does not. Because that’s not how it’s done in PvE, WvW, or Dungeons. Why do it here?
As a side note, i actually hope they make another of these, but as part of a greater purpose, or side quest, rather than an expedition. Exploring is fun and all, but i seek battles that feel grand, epic, and meaningful. You know, like the rest of the game’s instances.
Check the link in my sig to see what i’m talking about.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first