Explorable dungeons & armor repair

Explorable dungeons & armor repair

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Posted by: lorazcyk.8927

lorazcyk.8927

Let story mode have armor repair, but remove it from explorable dungeons, and don’t allow people to use repair kits or other/any consumables like food buffs.

Explorable dungeons & armor repair

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Posted by: eisberg.2379

eisberg.2379

Why?

/10char

Explorable dungeons & armor repair

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Posted by: Shaez.5762

Shaez.5762

No, that’s a bad idea. I like it the way it is.

Explorable dungeons & armor repair

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Posted by: lorazcyk.8927

lorazcyk.8927

Why? So you win with player skill, nor by using a crutch :-)

Are you afraid? :-) Then do story mode until you get better.

Explorable dungeons & armor repair

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Posted by: eisberg.2379

eisberg.2379

Your idea will do nothing but add more time for completion.

Explorable dungeons & armor repair

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Posted by: lorazcyk.8927

lorazcyk.8927

Both of you are afraid, you don’t even give any arguments against it, LOL.

Explorable dungeons & armor repair

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Posted by: lorazcyk.8927

lorazcyk.8927

Your idea will do nothing but add more time for completion.

Not a all, truly skilled players will be able go do it just as fast.

Bad players will probably not be able to do it unless they bring 15 different armor sets.

(Don’t let people use any consumable of any sort and don’t let them leave the dungeon.)

Explorable dungeons & armor repair

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Posted by: eisberg.2379

eisberg.2379

Both of you are afraid, you don’t even give any arguments against it, LOL.

and you gave an argument for it? /roll eyes

Explorable dungeons & armor repair

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Posted by: eisberg.2379

eisberg.2379

Your idea will do nothing but add more time for completion.

Not a all, truly skilled players will be able go do it just as fast.

ok, so nothing changes for them, but for everyone else it just adds more time, and nothing else.

Explorable dungeons & armor repair

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Posted by: lorazcyk.8927

lorazcyk.8927

The argument is obvious, so players win because they’re good players, not because they can afford armor repair and buffs.

Explorable dungeons & armor repair

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Posted by: lorazcyk.8927

lorazcyk.8927

Your idea will do nothing but add more time for completion.

Not a all, truly skilled players will be able go do it just as fast.

ok, so nothing changes for them, but for everyone else it just adds more time, and nothing else.

No, bad players won’t be able to win at all.
Good players will be able to win because they’re good.
If bad players want to win, they can become better players.

Explorable dungeons & armor repair

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Posted by: GamerToukotsu.4219

GamerToukotsu.4219

The argument is obvious, so players win because they’re good players, not because they can afford armor repair and buffs.

This is a bad idea.

Arguement: Go play in fractals.

Illusory Ally [TFD]
Illusionary Ally [TFD]
Devona’s Rest

Explorable dungeons & armor repair

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Posted by: runeblade.7514

runeblade.7514

I disagree. Food and armor repair is a great gold sink.

Terrible groups will contribute more to the gold sink.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Explorable dungeons & armor repair

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Posted by: eisberg.2379

eisberg.2379

Your idea will do nothing but add more time for completion.

Not a all, truly skilled players will be able go do it just as fast.

ok, so nothing changes for them, but for everyone else it just adds more time, and nothing else.

No, bad players won’t be able to win at all.
Good players will be able to win because they’re good.
If bad players want to win, they can become better players.

And they become better players by? Practicing? Why add more time by making them go through the stuff they already completed. Again, your idea just adds more time, it accomplishes nothing else. If it takes hours to figure out how to take down a boss, let them, but don’t add more hours on to them because they have to go through all that other stuff they already completed again.

Explorable dungeons & armor repair

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Posted by: lorazcyk.8927

lorazcyk.8927

They can practice by playing the dungeon. Duh. Like you gget better at roller skating by rollerskating. But you don’t “win” at rollerskattig right at first, you practice.

Explorable dungeons & armor repair

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Posted by: eisberg.2379

eisberg.2379

They can practice by playing the dungeon. Duh. Like you gget better at roller skating by rollerskating. But you don’t “win” at rollerskattig right at first, you practice.

Practicing on the easy mobs to the boss isn’t going to prepare you for the boss. Fighting the boss itself is where the practice needs to be at. Fighting the trash mobs for practice is like fighting a 10 year old to practice for a heavy weight boxing match.

Or to your analogy, what you want would be same as telling someone who is practicing at roll skating that they need to go back to learning crawling after they fall down a few times when practicing roller skating.

(edited by eisberg.2379)

Explorable dungeons & armor repair

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Posted by: eisberg.2379

eisberg.2379

You idea reminds me of raiding in other games. Fighting all those trash mobs are easy and do nothing to prepare you for the boss fight. But when you are learning the boss fight eventually all those mobs appear again and you have to fight them all over again to get back to practicing the boss fight, and those trash mobs did nothing to help you, and all it did was add more time and nothing else.

it is learning the boss fight itself that people need to practice at, and fighting all the stuff before it just adds more time and nothing else, doesn’t even prepare you for the boss fight at all.

Explorable dungeons & armor repair

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Posted by: Wolfey.3407

Wolfey.3407

I would not mind this idea at all if the following were changed:
-Blues were removed and the lowest drop you can get is a Green
-Chance for Rares are increased
-Dungeon tokens increased by 20 including the DR tiers.

Former PvP Forum Specialist
2015-2016
Fort Aspenwood

Explorable dungeons & armor repair

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Posted by: lorazcyk.8927

lorazcyk.8927

They can practice by playing the dungeon. Duh. Like you gget better at roller skating by rollerskating. But you don’t “win” at rollerskattig right at first, you practice.

Practicing on the easy mobs to the boss isn’t going to prepare you for the boss. Fighting the boss itself is where the practice needs to be at. Fighting the trash mobs for practice is like fighting a 10 year old to practice for a heavy weight boxing match.

Or to your analogy, what you want would be same as telling someone who is practicing at roll skating that they need to go back to learning crawling after they fall down a few times when practicing roller skating.

What’s wrong with that? When they get to the boss they can learn the boss.

Or Anet could make easy enemies have boss tactics, as you get to the end the enemies have more and more of the boss mechanics. For example, from the first waypoint to the next, you get 1 mechanic. From that wayponit to the next, you get 2 mechanics, and so on. By the time you get to the boss you already learned the mechanics.

I honestly don’t think that’s needed, players don’t need to be given everything in a silver spoon, but I wouldn’t be opposed to it.

(edited by lorazcyk.8927)

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Posted by: ExTribble.7108

ExTribble.7108

Boy, if this were implemented I wouldn’t invite first timers into TA runs since they’ll just have completely broken armor by the end just from blossoms or failing to skip mobs, and therefore just be holding my group back.

All this does is invite more segregation of newbs vs. elites, and it penalizes said newbies for no reason other than supposedly forcing them to learn. I think the drain on their wallets and teammates screaming at them when they don’t follow basic instructions is enough.

“Any lump can hack bad guys to death, but it takes skill
and style to turn them into craters and dust.” -Tonn
Number-crunching for ecto salvages – periodically updated

Explorable dungeons & armor repair

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Posted by: eisberg.2379

eisberg.2379

They can practice by playing the dungeon. Duh. Like you gget better at roller skating by rollerskating. But you don’t “win” at rollerskattig right at first, you practice.

Practicing on the easy mobs to the boss isn’t going to prepare you for the boss. Fighting the boss itself is where the practice needs to be at. Fighting the trash mobs for practice is like fighting a 10 year old to practice for a heavy weight boxing match.

Or to your analogy, what you want would be same as telling someone who is practicing at roll skating that they need to go back to learning crawling after they fall down a few times when practicing roller skating.

What’s wrong with that? When they get to the boss they can learn the boss.

Yes, let them learn on the boss, but adding more time is zero fun and is very much un needed, it doesn’t add anything to the game. The skilled players will be able to run it faster and it cost them little to no money to pass it. Those who are are learning, it will cost them, and the time is spent on the actually learning, and not on something that is nothing more then a time sink.

Oh, sorry, you got to many calculus problems wrong, here, you now have to go through all this 1st through 9th grade math homework before you can continue to practice calculus.

Explorable dungeons & armor repair

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Posted by: Turgut.4397

Turgut.4397

3/10 for the troll attempt. Almost there, but you gave it away too quick.

But in all seriousness. No… just no. I don’t know even want to know how this idea came to you, but 100% no.

This just creates a HUGE barrier between skilled players and those who are not as good/new to the dungeon. Why would you want to increase the learning curve and PUNISH players for making a mistake?

Still waiting for the things I love about GW1.

Explorable dungeons & armor repair

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Posted by: Stooperdale.3560

Stooperdale.3560

Agree with many of the previous posters. A problem with GW2 dungeons is that they are easy for experienced players but too hard for beginners. Removing the repair facility just makes that problem worse for no apparent benefit.