explorable mode - hard mode ideas

explorable mode - hard mode ideas

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

since obviously explorable mode dungeons are not difficult anymore (or never have been?!) and everyone got the prestige-armorsets for the “hard”-paths for little effort I’d suggest they implement hard-mode versions of explorable modes with new skins.

They way I’d suggest to implement those: balance each one for lv.80 players (and not downscaled lv.80 because downscaling obviously has big problems and doesn’t work the way it should work).

Also add more stability to enemies since it’ so easy to clump them up and this way totally break any mechanic they would require. Manually removing the stability on the mobs enrages them which makes them hit harder – devestating for pure berserker-builds.

what do you think?

http://gw2style.com/index.php – show your look and rate others – great filters!!

explorable mode - hard mode ideas

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I think that’s a terrible idea, I’m sorry to say. Enemies have too much stability already. And all of the bosses have defiant, making control skills almost useless, and destroying the idea that anet originally advertised for their new trinity of damage/support/control.

I’m not against the idea of hard mode dungeons, but I would address the issue differently. I would like to see difficulty progression for dungeons as seen in Fractals. Starting from really easy (allowing players to learn the dungeon) to very hard (with much better rewards and new mechanics).

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

explorable mode - hard mode ideas

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Posted by: Mentalhead.5721

Mentalhead.5721

Hard modes would be nice, but I already find some explorable modes hard as it is, I’m not really the dungeon type of player.

explorable mode - hard mode ideas

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I think that’s a terrible idea, I’m sorry to say. Enemies have too much stability already. And all of the bosses have defiant, making control skills almost useless, and destroying the idea that anet originally advertised for their new trinity of damage/support/control.

I’m not against the idea of hard mode dungeons, but I would address the issue differently. I would like to see difficulty progression for dungeons as seen in Fractals. Starting from really easy (allowing players to learn the dungeon) to very hard (with much better rewards and new mechanics).

hey I like your idea, I knew that I don’t really have a good idea how to do those hard mode dungeons, but others probably do, that’s why I made this thread. I have never played a lv.40 fractal but if you see this working because you know it, then I’m all for it. Would you prefer dungeon-specific agony then?

http://gw2style.com/index.php – show your look and rate others – great filters!!

explorable mode - hard mode ideas

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I’m not sure if agony is the way to go. Many players have brought up the issue of power creep in regards to agony gear. Then again, simply increasing health and damage also seems a bit lazy.

So while I’m a bit undecided on agony, perhaps we could simply use exactly the same agony in high level dungeons as in high level Fractals. But since players would then need their ascended Fractal gear for higher tier dungeons, dungeons would also have to reward the players with something that helps them create ascended gear. This would allow players a bit more diversity while working towards their ascended gear (its a bit of a grind now). Because currently dungeons serve no other purpose, than to collect tokens that can be used for dungeon specific armor and weapons. Maybe the tokens can also be used to buy infusions, or to exchange them directly for Fractal relics. Either way, I think dungeon chests should contribute to crafting ascended gear in some way.

My biggest concern however, is that dungeons receive a more gradual difficulty curve. I believe a sort of Fractals model for dungeons would allow new players to learn the dungeons in a more forgiving way than is possible at the moment. But for higher level dungeons, I’d really like to see them also introduce new mechanics, and new moves to the bosses.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

(edited by Mad Queen Malafide.7512)