Dungeon Precursors

Dungeon Precursors

in Suggestions

Posted by: Gummy.4278

Gummy.4278

Something that I miss from GW1 was super rare skins in the dungeon chest at the end. Kinda like the the Voltaic Spear dropped from Slaver’s Exile dungeon chests. http://wiki.guildwars.com/wiki/Voltaic_Spear
Whole runs of specially designed team parties went after these dungeons to increase the success rate of the run and in turn speed the run up, all in hopes of snagging one of these extremely rare skinned weapons.

GW1 was full of these kinds of runs, and were some of the best times I had playing GW1. I wish that some of that excitement was available opening GW2 chests at the end of the dungeon, after the last boss was downed. The anticipation as you stepped up for your turn at the chest. The high aspirations that this time opening the chest, could get that super rare chance at the be all, end all skin for that particular dungeon.

The most highly sought after weapons in GW2 would be precursors. So what I am thinking (any help designing this is welcome) is when you have done all paths to a dungeon, a chest appears after the last boss is downed, at which each person gets a chance at the chest, which “might” contain any of the following :
a large stash of the dungeon tokens, a reasonable amount of tier 6 mats,
a weapon that you could get from the vendor in LA for the dungeon you are running of course,
a new rare skin weapon that corresponds to the dungeon and you can not get it any other way except running the dungeon,
and of course the end all, be all, a precursor.

Dungeon Precursors

in Suggestions

Posted by: Esplen.3940

Esplen.3940

While I think these would be fun, I think that there’s already too much complaint about RNG in this game for something like this to be taken well. If they decided to implement this, I think it would be best done as a ninja patch and possibly make the items accountbound.

Dungeon Precursors

in Suggestions

Posted by: Gummy.4278

Gummy.4278

I think the major uproar over RNG is not the way I am suggesting, but when the RNG is in a box that you can only open by buying the keys from them with real world currency.
I for one will never ever be using real money to gamble on a chance that a box could possibly give me the rare item.

However I do not mind going after a RNG at the end of the dungeon as the only thing I loose is time. Time that I would have been loosing anyway but you still always get a reward. I also think that making it so that this chest only spawns for a team completing the whole dungeon could help curb a few to stop running the same path over and over.

Dungeon Precursors

in Suggestions

Posted by: Inverted.7439

Inverted.7439

Yea i do agree with OP. RNG does suck but it would be alot less annoying if there were more weapon/armor varieties that could drop. Having only precursors really isn’t much. And yea there’s a chance at exotics but it’s usually not anything over 5g worth or anything. I’d love to see dungeon-related RNG drops that would be account bound. I didn’t play gw1 but it sounds like it could be cool.

Dungeon Precursors

in Suggestions

Posted by: Esplen.3940

Esplen.3940

Well, there are rare/exotic skins only obtainable through drops, such as Final Rest.

Dungeon Precursors

in Suggestions

Posted by: marnick.4305

marnick.4305

Even though I never went for BDS, VS and other extremely rare weapons, I acknowledge they were a fun part for many GW1 players. There are some rare items hidden here and there but not nearly enough.

If I can’t play Guild Wars 2 at work, I won’t work in Guild Wars 2 either.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto

Dungeon Precursors

in Suggestions

Posted by: Gummy.4278

Gummy.4278

Well, there are rare/exotic skins only obtainable through drops, such as Final Rest.

What I can’t believe is that the same speed-farm-nerf-loving people at anet that killed many farms in GW1 that people in the community made up and loved, because they could be run in 8 minutes or even less….sometimes the setup took 25 minutes but you could literally kill thousands of the mobs in a hour’s time. Would make some of these world bosses be able to be dropped in mere seconds. I do get the idea that they control how often we can take them on or how many chest we get to open a day to offset the speed at which the community is taking these guys down. But those bosses Look Epic but are White Quality compared to doing all paths on a dungeon.

Also I want to add, that a way to continue a “all path” dungeon run with your group can be setup to pause between paths. So you could start the the dungeon your team wants to run, doing path 1 on any given night and the leader could set it to hold that this group did path 1 and you could continue path 2 anytime during the week and hold it up to a month before it drops it out of the hold system. Of course they need to add a calender to help setup timing for your group, which is something they need for guilds anyway.

(edited by Gummy.4278)