[Suggestion] Dungeon Reform

[Suggestion] Dungeon Reform

in Suggestions

Posted by: NoWay.2013

NoWay.2013

It has, lately, become rather troublesome to find groups for running dungeons (besides CoF and fractals). Most likely because CoF p1 runs are one of the best (time/reward) dungeon runs ingame, and because Fractals give exclusive loot.

While discussing this issue in our guild, we came up with some suggestion that might bring ANet on good ideas for a ‘dungeon reform’ or a ‘dungeon add-on’.

Some of these ideas:
- Have dungeons for solo or 2-man parties (or like in GW1 the ability to have NPC’s join you)
- Together with the above also include dungeons for big groups (in the line of ‘Raids’)
- Rebalance the dungeons so there is an equal time/reward value on all of them
- Make different dungeon token merchants sell different types (or all types) of gear (cleric/berserker/knight/apothecary/…)
- Have a L80 mode in all dungeons which doesn’t give ‘leveled’ loot, but L80 loot (including rares and exotics for the lucky persons)
- Have loot drops be of the characters level, no matter the level of the dungeon (including rares and exotics for the lucky persons)
- Some other ideas that slipped my mind

Might I ask the community to fill the list, give pro’s and cons, own opinions and the like. Say how you feel about it, let ANet know what the community thinks about the current dungeon system and how they might improve it.
Because right now, IMO, the dungeon system is a grinding system to me. Just farm CoF p1 and fractals and you get everything you need.

Yours sincerely,
.NoWay.

[Suggestion] Dungeon Reform

in Suggestions

Posted by: Baseleader.4128

Baseleader.4128

I rly love some of the ideas. Especially the 20 man dungeon runs would be epic.

Anet should take a closer look at this

[Suggestion] Dungeon Reform

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Posted by: Woljnir.7810

Woljnir.7810

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).

[Suggestion] Dungeon Reform

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Posted by: NoWay.2013

NoWay.2013

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.

[Suggestion] Dungeon Reform

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Posted by: Llyren.3904

Llyren.3904

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.