Dungeon difficulty modifiers

Dungeon difficulty modifiers

in Fractals, Dungeons & Raids

Posted by: Eastcorn.5901

Eastcorn.5901

For those of you that have played Gears of War: Judgement, y’know how at the beginning of every section there is a red gear on the wall that lets you increase the difficulty of that section temporarily, but giving you increased points?

What if we had something similar in this game? Several interactable objects in each path. They introduce new mechanics, but increase the gold reward at the end of the dungeon. Also, during a modified dungeon section, all players get a massive magic and gold find buff.

Like, take a section of CoF P2. Y’know the room where Magg has to plant the explosive, and you have to defend him against assassins? Before that room you can find an empty room that isn’t being used at all. Have a statue in that room, and interacting it comes up with the message:

“Flame Legion high command has been tipped off about Magg’s volatile Magmacyte explosive, and assassins have been re-equipped to deal with this new threat.

Flame Legion Assassins use explosive knives that will one-hit kill Magg. Flame Legion Assassins now explode when killed, damaging players and leaving a hostile fire field for 3 seconds.

+100% magic and gold find until bomb explodes. +50 silver reward bonus added at end of path."

Then players vote on whether they want to do it or not.

Another one: In AC path 3, add an icon on the wall in the room just after you kill the last graveling mound:

“Days of fighting with ghosts have lead to Colossus Rumblus adapting to new threats. Its hide now secretes deadly poisonous gases and fluids.

Colossus Rumblus now has a deadly poison field that extends around him for 500 units. Melee attacks against Colossus Rumblus will now deal damage to the player and poison them."

Each path would have several of these. In my idea, some of them would involve anti-stacking and exploit mechanisms, but be completely optional. This way, groups of casual or less skillful players can do dungeons in the same manner as before, but groups of experienced players can increase the difficulty and gain more rewards.

Lets do it for an entire dungeon now. Say for CoF P1:

1st challenge: right at the start, drawing on a wall. Slave Driver now calls Flame Legion Incinerators to help him during the fight.

2nd challenge: In the acolyte room. In the back on one of the platforms. A fire barrier appears around the execution altar. Prevents players from running away and hiding until the acolytes respawn.

3rd challenge: After the braziers are lit, in the room with the chest, on the wall. Crystals that drop from the ceiling around the effigy now leave fire fields for 5 seconds.

I think +50 silver is a bit generous, given that doing all of these means +1.5 gold. So maybe +25s or something at the end.

Anyway, just an idea. Criticisms ahoy.

Dungeon difficulty modifiers

in Fractals, Dungeons & Raids

Posted by: Lord Kuru.3685

Lord Kuru.3685

This is like the Queen’s Gauntlet gambits. It’s probably the only hope because we’re certainly not getting any major updates.

To be honest, I’d settle for even simpler things like:

  • More rewards for smaller party,
  • Foes deal more damage, etc.

Things that Anet can implement in minutes — because they just aren’t willing to put any more effort than that.

Dungeon difficulty modifiers

in Fractals, Dungeons & Raids

Posted by: J Eberle.9312

J Eberle.9312

I’m really bored too.

We can only hope for small changes to existing dungeon content. That’s it and still extremely unlikely. They won’t even take a second to view the dungeon forums.

Dungeon difficulty modifiers

in Fractals, Dungeons & Raids

Posted by: Eastcorn.5901

Eastcorn.5901

I’m not bored, per say. I mean, dungeons are pretty static, but I’ve been occupying myself with PvP and generally messing about. But you got it right in that we need something to shake up dungeon running a bit.

I just want to make the main dungeons more challenging. Arah is challenging already, but the most hardcore players might enjoy the extra challenge.

This would have its own achievements, as well as a title. Maybe something like “Thrill Seeker” or something.

Dungeon difficulty modifiers

in Fractals, Dungeons & Raids

Posted by: Zaxares.5419

Zaxares.5419

I’d actually support a system where you can choose to apply Agony and other Fractal instabilities to dungeons, effectively making it “Hard Mode”. Functionally, the dungeons remain the same, but you get increased rewards from the daily chests such as double/triple the number of gold/tokens, higher chances for Exotics/Ascended chests etc.

EDIT: To clarify, the instabilities would be randomly chosen. There are 3 different pools of instabilities (Low, Medium, Hard), and you choose which pool is applied to the dungeon. You get 1 – 3 random instabilities that are progressively applied the deeper you go into the dungeon, so players don’t just “re-roll” at the start until they get an easier instability.

(edited by Zaxares.5419)

Dungeon difficulty modifiers

in Fractals, Dungeons & Raids

Posted by: One Note Chord.5031

One Note Chord.5031

This would be one nice way to freshen up dungeons a bit. But I think Colin would be worried about it fracturing the playerbase. Here I’m just quoting myself from four months ago:

Colin has this great plan: Instead of making hard mode dungeons, which fractures the community into the people who do hard mode and the people who don’t, you make some dungeons harder than others, with the hard dungeons being intended for a small portion of the community, which definitely won’t fracture the community into the people who do the hard dungeons and the people who don’t.

This really is what the lead designer of Guild Wars 2 actually, genuinely thinks: http://www.youtube.com/watch?v=Jy7CcwnfUdU#t=16m19s

Colin Johanson: "Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”
Pre-launch, Colin listed things that make MMOs bad. They are all now in GW2.

(edited by One Note Chord.5031)

Dungeon difficulty modifiers

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Posted by: J Eberle.9312

J Eberle.9312

Wat did I just read O_O

My mind is full of kitten

Dungeon difficulty modifiers

in Fractals, Dungeons & Raids

Posted by: Lindbur.2537

Lindbur.2537

I used to be a casual by definition.

Used to.

Now I’m just a noob who faceplants easily.

A remnant of times past.
“Memories are nice, but that’s all they are.”

Dungeon difficulty modifiers

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Posted by: LordByron.8369

LordByron.8369

the nicer way to freshen dungeons is leaving the one we have like they are and release some new.

If they don t want to design new skins they can just add more paths.

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

Dungeon difficulty modifiers

in Fractals, Dungeons & Raids

Posted by: Khisanth.2948

Khisanth.2948

This is like the Queen’s Gauntlet gambits. It’s probably the only hope because we’re certainly not getting any major updates.

To be honest, I’d settle for even simpler things like:

  • More rewards for smaller party,
  • Foes deal more damage, etc.

Things that Anet can implement in minutes — because they just aren’t willing to put any more effort than that.

It seems like they are or were working on that sort of thing already.
http://www.reddit.com/r/Guildwars2/comments/1nit7b/data_mining_upcoming_features_from_twilight/

Dungeon difficulty modifiers

in Fractals, Dungeons & Raids

Posted by: viciouspike.8624

viciouspike.8624

First off Judgement was a terrible game I still cry about the terrible that it is.

Anyway this topic was brought up a while ago:

https://forum-en.gw2archive.eu/forum/game/dungeons/Gambits-in-Dungeon/first#post3095369