Dungeons (Progression and feelings of Accomplishment)

Dungeons (Progression and feelings of Accomplishment)

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Right now in dungeons it seems like the main problem is a sense of progression. Once you get your armor set there really isnt anything to look forward to doing in a Dungeon, and even getting that set is a grind.

You dont have this problem in WvW or sPvP because the sense of competition is a constant sense of progression. It is also because you are reset every so often, whether that be a new wvw bracket, a new sPvP tourny, or even a new hotjoin match. These resets allow you to progress naturally through defeating your enemies.

In PvE though there really is no reason to continue running dungeons beyond the aesthetic armor. There is no sense of unlocking something, progression, or accomplishment in the sense that you have overcome something difficult (especially because many encounters are made difficult through being cheap or time consuming rather than actual strategic gameplay or thought). I could get deeper into this but I dont want pages and pages of a post so here is my main idea.

Create a 1-3 longer (3-6 hours) raid-like dungeons for each existing dungeon hub. You could even separate each dungeon into wings (1-2 hours each) to complete the full dungeon with 3 wings so players dont have to do it all at once. The 1-3 dungeons are completely new and unique from the existing content. Each week you must run through and defeat paths 1-2-3 of a dungeon in explorable mode to unlock the elite dungeon and at the end of the week it resets, selecting a new one of the 3 available raid-like dungeons to be unlocked for it next time. For example CoF could yield CoF Depths or something of that nature which has 3 paths and only 1 path is available at a time to be unlocked. The bosses in these paths should be challenging through mechanical and reactionary skill and not through pure damage or health. WoW (as much as I know I might get flak for this) had a lot of amazing encounter mechanics when I played it vanilla – wotlk and I think a closer look at that type of encounter could benefit this game.

The bosses could also have different skillsets that are triggered when the dungeon is set for that week so maybe the same boss you fought last time has a different skillset the next time that raid-like dungeon is picked, keeping things fresh.

While in these elite dungeons the chance for rare crafting material and rare items to drop is increased and they will yield 1 piece of exotic dungeon specific loot. If you manage to complete all the dungeons in the same week you get a legendary item (no easy feat to beat 24 dungeons and then 8 extra elite dungeons in a week).

This would fix the dungeon set up IMO.

Additionally the sound-bytes, shoddy mechanic design, and bugs in many dungeons needs to be revamped. The encounters in AC story are great, easy, but great. Dungeon designers need to think STAGES of a fight, not just one long draw out battle. there is so much you can do with this combat system and some encounters that shine to me are:

1) Twilight Arbor… almost everything in this story mode is great. The fight where you get turned into a cat is particularly good and things like this need to be implemented more.

2) AC story the lovers

3) CoF Path 3. This is just mechanically sound in terms of fight builds but the bugs kill it.

4) Claw of Jormag (the only good and fun dragon fight) LOOK TO THIS ENCOUNTER FOR INSPIRATION
-stages
-solid mechanics
-easy to learn / hard to master

What do we think?

(edited by Rump Buffalo.2594)

Dungeons (Progression and feelings of Accomplishment)

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

lotsa views and no responses.

Constructive feedback would be good

Dungeons (Progression and feelings of Accomplishment)

in Fractals, Dungeons & Raids

Posted by: Ender.3508

Ender.3508

I’m all for anything that adds even more depth and immersion to an already great game. The chance for exotics on dungeon depths would seem a suitable reward, but even if they started implementing this today it woudn’t be done for a while. So buy some kitten gems and support those devs.

Kretna 80 Elementalist
ex – The Midnight Syndicate [Dark]
Maguuma

Dungeons (Progression and feelings of Accomplishment)

in Fractals, Dungeons & Raids

Posted by: Belcross.6127

Belcross.6127

Your suggesting raids and that is something that has been talked about since day one on the forums.

Unfortunately, I like most of your idea but one part needs to be clarified. We can’t be having special higher-end, more dmg and etc. gear dropping. Progression gear will flaw PvP like it did in WoW. That will force people in PvP to PvE causing ruckus. People who just want to PvP don’t want to feel like they are forced to PvE just to PvP. The best that higher end dungeons could give would be equivalent gear to current gear but of different aesthetic look only. A cape or item signifying that I have accomplished a feat of strength is even fine too for me. Just like the tabard of lightbringer from WoW. However, not everyone will agree with just aesthetic items.

Raids will definitely help PvE guilds come into existence again. GW2 does have a great PVE story. The giant DE’s that get 100’s of people together are great but they don’t require PVE guilds. Most dungeons actually don’t require PVE guilds either. A competent group to some degree will be able to do most content if not all.

But if I recall, there was a post regarding that new content would be added on as the game progressed, so I look forward to what the game designers are going to add. Possibly something to make PVE’ers have a purpose to gather in guilds. Something greater then 5+ people and higher-end coordination to do Boss Kills.