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)