[Suggestion] Dungeon Reform
I rly love some of the ideas. Especially the 20 man dungeon runs would be epic.
Anet should take a closer look at this
gw2lfg.com if you didn’t know. Time of day also factors into being able to get a group, even with the website. I think it’s important for dungeons to be group efforts, since a large majority of the game caters to being able to solo stuff (which isn’t altogether a bad thing).
gw2lfg.com if you didn’t know. Time of day also factors into being able to get a group, even with the website. I think it’s important for dungeons to be group efforts, since a large majority of the game caters to being able to solo stuff (which isn’t altogether a bad thing).
gw2lfg.com: It’s a great tool, but it should have been ingame, not outside.
Group activity: Yes you got a very good point, and I wouldn’t want ANet to change that part. But I think that we can both agree that dungeons aren’t very balanced atm. Dungeon running is, imo, the same as Grinding CoF p1 en Fractals.
The main difficulty should no more come from a something’s ability to one or two shot you in a dungeon then in it should in WvW.
Extra reward for first time though with that character, spread this bonus to the others in the group as well. Include both story mode and explorable mode. Would encourage players helping players play.
Explorable mode should be more difficult then Story mode, with faster acting bosses and possibly additional ability’s per boss.
Story mode should be less difficult then Explorable mode. Boss fights on par with perhaps Dragon events in the open world, scaled for the number of players involved in a dungeon though. Lore delivery method after all.
Expand Story mode to include versions of all three paths. Complete Story mode once to open up Explorable as well as the expanded Story. Once again this is Lore delivery with the addition of a “learning mode” for the actual explorable “meant to be difficult” dungeon.
And of course an In Game dungeon group finder. I do currently use gw2lfg.com.