Dungeon difficulty modifiers
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.
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.
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.
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)
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
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)
Wat did I just read O_O
My mind is full of kitten
I used to be a casual by definition.
Used to.
Now I’m just a noob who faceplants easily.
“Memories are nice, but that’s all they are.”
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.
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.
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/
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