Dungeon Stratification and Tiers

Dungeon Stratification and Tiers

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

So, at the moment, some story mode dungeons, such as AC, seem harder to do than the explorable versions, whilst some explorable dungeons, such as Arah, seem to be nigh impossible for PUGs, not only because of the difficulty and tuning, but because of the length and virtual requirement of Teamspeak and an organized group of specific classes.

What I suggest is that a new mode be added, call it normal/explorable mode, for all dungeons, from AC to Arah, that would be possible for a casual PUG to clear without top-notch coordination and organization, i.e a less lengthy and difficult version of the explorable modes, with a reward of perhaps 20-30 tokens per path.

At the same time, have storymode remain as is, as an introduction to dungeoneering and the lore for new players, perhaps with small decreases in difficulty where needed, such as AC storymode, whilst revamping explorable mode, call it challenge mode, to require organized, teamspeaking, coordinated groups, with correspondingly increased rewards to match the increased difficulty.

This way, players interested in the lore would have their mode, new players would be introduced to dungeoneering through storymode and could then move on to normal mode, which will be for the casual group of people who communicate in chat and are less organized, i.e the typical PUG, who will be able to work towards gaining dungeon sets and progressing their characters, albeit more slowly, whilst challenge mode will be the equivalent of a 10man raid in WoW, ment for those people who are highly skilled, highly coordinated and are experienced in dungeoneering.

In other words, this system would provide something for everyone, rather than the current system being a mixture of organized groups wanting increased difficulty at certain parts, whilst the majority of casual PUG’gers end up corpse running and zerging bosses over and over and demanding nerfs and downgrades of difficulty, which will lead to a clash where neither side will be quite satisfied, to the benefit of none.

Dungeon Stratification and Tiers

in Suggestions

Posted by: SiNoS.2147

SiNoS.2147

The main problem right now is PUG’gers dont understand or refuse to listen to the fact ANet has stated that dungeons are not for them.

Dungeon Stratification and Tiers

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

The main problem right now is PUG’gers dont understand or refuse to listen to the fact ANet has stated that dungeons are not for them.

Which is why I propose this system instead, that would satisfy both organized groups and PUGs.

The alternative is to restrict dungeons, a huge swathe of the endgame content, to a minority of highly coordinated groups who run together and not with anyone else, with the rest camping AC and TA explorable because they’re the easiest ones, and, since ANet is a business, I somehow doubt they will accept this approach and witness huge player dropoffs as casuals quit.

There is no downside to this system at all; in fact, those who do normal mode could increase their skills and then be able to move up the ladder and join challenge mode groups if they so desire.

It’s similar to how Structured PvP works, where there are hot join-matches for casual players, tPvP for somewhat organized teams and tournaments for the highly skilled and coordinated.