Dungeon - More rewarding (scale mechanism)

Dungeon - More rewarding (scale mechanism)

in Fractals, Dungeons & Raids

Posted by: Neotko.3492

Neotko.3492

Hi this is a suggestion based after reading the cleaver article from biobreak blog
http://biobreak.wordpress.com/2014/03/24/i-dont-get-guild-wars-2s-dungeons/

I understand why the dungeons are the way they are. You can skip monsters, speed it’s the main key and almost nobody has any interest about the history.

I’ll like to suggest a scaling mode on dungeons for hard-core dungeon runners.

Levels of ‘pain’. Not agony. Omg I hate agony mechanics.

Once inside the dungeon and on the first dialogue you must take to make the dungeon ‘a go’ the participants choose the level of pain, from 1 to 3 (or something alike).

Level 3. could be. Some areas can’t be skipped. The monsters will follow you everywhere you go unless you kill them. There should be ‘walls of fire’ or ‘laser walls’ to make stealth-run not possible.

Level 2. Higher level bosses. Bosses now do more tricks, you must coordinate your attacks to lower their defenses.

Level 1. Laser attacks, thunders, water traps, will attack your positioning. This destroys the ‘lets-stay on this corner and auto-attack’ that happens on some dungeons.

Etc etc..

Of course, the higher the level the more coffers appear at the end, and badges and imperial fragments to make worth the time expend.

This way ‘fast-runners’ keep their normal rewards, but if they want a real challenge they must endure some ‘pain’.

Dungeon - More rewarding (scale mechanism)

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Posted by: cranos.5913

cranos.5913

While I would love hardmode in dungeons I don’t feel cheesy and annoying mechanics to eliminate skipping and stacking are the way to do it. That’s just that, annoying and not fun.

What a hardmode needs is bosses with multiple phazes and difficult mechanics (sorta like lupi but harder).

All in all I’d prefer if Anet focuses on making a NEW dungeon first. I’d love some fresh content that isn’t zerg zerg zerg. Let’s just hope if it ever comes it won’t have that “creative puzzle fun” people were talking about in the fractal CDI.

‘lets-stay on this corner and auto-attack’ that happens on some dungeons.

Oh dear… Here we go again…

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Posted by: ShadowRX.9024

ShadowRX.9024

OP can you record yourself and show us all that stacking is so easy and you only spam 1. Pls do it on lupicus or an risen mage trash elite.

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Posted by: Ram Banson.4081

Ram Banson.4081

OP can you record yourself and show us all that stacking is so easy and you only spam 1. Pls do it on lupicus or an risen mage trash elite.

Yes pls! How about those 4 elite risen before grenth? ( Hunter, Illusionist, Elementalist and Mage) i think thats a very good example to proof the exploitness of stacking which only requires 1 spamming.
Youre not allowed to use ulitiys because that isnt 1.

PS: i cant do that because i suck and i only have double pistol on my thief

Blùb [LuPi]

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Posted by: noobgood.8762

noobgood.8762

Double pistol? Try pistol/dagger you casual.

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Posted by: deSade.9437

deSade.9437

Yes, I too ask you to record yourself while doing all dungeons – not only AC; stack on every enemy pack and boss and spam 1 only. No utilities allowed, and no dodging because it’s an exploit.
I’ll be waiting.
Oh, and not a single skip on every mob in Arah. Not one. It’s time you guys stop ranting and start backing up your claims as the “elitists” do.

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Posted by: Jerus.4350

Jerus.4350

I think many people would enjoy hard modes.

But these simply seem like spiteful changes that would allow players who don’t do the speed run tactics to get extra rewards for playing inefficiently.

I do find it funny that people are so against it. It’s simply using your brain. We were cornering mobs in ‘99 in EQ, it’s an ancient tactic. In this game it’s still a high risk/high reward situation. Having all the AEs dropped on the group vs all spread out, and being range, etc. It’d be much safer to not be all sitting together, but if you’re good you can use it to your advantage knowing that it’s all landing in one spot so you can projectile block, or just time dodges.

Really want to prevent that… give more bosses whatever Feona(sp?) in TA has. She hates staying in the corner, more often than not we will have her starting on one wall and on another by half way through. So whatever they did with her works pretty well to prevent stacking.

If they really want to prevent skipping they can do the same thing they did to us in EQ, kill reqs. Simply tie in events to not start until certain criteria are met. TA the wurms don’t spawn if any of the tree people are alive. Stuff like that. AC when you collect scepter parts there’s also a graveling kill counter so you can’t just train through and warp. Stuff like that.

I just think the OPs answers to the concerns basically punishes those who use their brains and find these techniques, while offering ways to get extra rewards to those who avoid those already. The day it becomes wrong to use my brain in a game is the day I quit that game.

Dungeon - More rewarding (scale mechanism)

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Posted by: aliono nighteye.3126

aliono nighteye.3126

@ OP

Oh sure, wanting to make stealth not viable. So much thief hate for the little utility they are able to bring.

Twitchh [REN]

(edited by aliono nighteye.3126)

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Posted by: Zaxares.5419

Zaxares.5419

Reposting my post from another thread about how to encourage dungeon “clears”:

I would like to see more “full clears” of dungeons, but in order for that to happen, we’d need to make it more worthwhile to players from a time and loot perspective. I’d personally look at the following:

1. Currently, most enemies in dungeons tend to be Elites, which take a fair amount of time to kill for not necessarily better loot. Perhaps ANet can look at scaling down most of these enemies to Veterans, and most of the Champions to Elites (except for named foes, which always remain Champion or higher). Legendary foes in a dungeon (like Kholer) also get bumped down to Champion status unless they are particularly noteworthy foes from a lore or gameplay perspective. The boss at the end of dungeons is always a Legendary foe.

As a side benefit, this also makes foes less dangerous so there isn’t as much focus on “killing the enemy before they kill us” strategy which should help decrease emphasis on the Zerker meta.

2. To buff the loot from foes, Veterans now always drop a Loot Bag appropriate for their race/type, plus possible additional loot. Elites will always drop a non-Exotic Champ bag, plus possible additional loot. (These changes apply to the open world too.)

3. Players can still “skip” dungeon events (I’m talking about bonus events as well as main events like fighting Kholer) if they really want to, but if they complete all of the dungeon’s events, they get a bonus daily chest containing 1+ Rares (with a chance for it to be an Exotic), coin and tokens. This chest is given out once per path per account per day.

4. Introduce a “Dungeon Conqueror” title for killing every single enemy in a dungeon path in a single run (aka “vanquishing” for you GW1 vets. ). You have to vanquish all paths in each of the dungeons to get this title. (Since enemies in dungeons do not respawn, this should be feasible where it wouldn’t be in the open world. Certain dungeons like Arah where enemies DO respawn are changed so enemies are finite.)

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Posted by: Silferas.3841

Silferas.3841

Unless you lot have forgotten, there is no dungeon team. The only changes we will ever see to dungoens are stealth nerfs and Living Story crap. I don’t want either.

[Path] of the Immortals – a guild for veterans – Join us
[S]illy [L]ittle [U]gly [T]rolls – our little dungeon forum community
“My mind has left, my body follows”

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Posted by: Trevor Boyer.6524

Trevor Boyer.6524

You could easily promote the idea of clearing dungeons by adding some kind of extra dungeon reward at the end if: “every single monster is dead at the end of the dungeon”

It would sort of be like vanquishing areas in GW1

I use the name Barbie on all of my characters.