Dungeons: Slight Fixes to make them worthhile

Dungeons: Slight Fixes to make them worthhile

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Let us start with the simple stuff.

-Lodestones and the like as token rewards. It’s been said, it should be done. Simple enough.

-Unique skins for dungeon content (Armor/weapons). This is separate from the token rewards and drop from chests.

-Better mechanics in fights. Kholer is a GOOD simple mini-boss(though he needs a health reduction). Think SE path 1 first boss, Giganticus Lupicus, fractals have much better mechanics than normal dungeons. Use those examples and revamp old encounters.

-Hard mode option. This doesn’t mean MORE HP MORE DAMAGE. Hard mode should give the bosses more skills that require attention and maybe even interrupts (IE a heal skill or something). Drop rates in hard mode will be higher, you get 10 more tokens, offers a challenge.

-Disable waypoints while dead. Use the check point system for party wipes like i fractals, stop wp zerging and make players think about what theyre doing. Make failing a punishment that matters, not 50 copper.

-Fix all exploitative spots. As a quick fix make it so that if a monster cannot deal damage to you it begins to evade and resets. WoW did this quite effectively and it really stops exploiting in most cases where it is in effect here.

-Environments that work with the encounter. Self explanatory.

-Scale down health on most of the trash / bosses. Scale down auto attack damage. They should use 1-2 heavy attacks/skills each that define them as a unit and have THOSE be the abilities to look for and dodge. Constant high auto attack damage doesnt emphasize skill, its just cheap (granted dungeons arent hard but making them more skill based is what im getting at)

NOW FOR THE IDEA TO FIX SKIPPING

At the end of a dungeon the party gets a display of the following:

Enemies killed / Enemies total:
Time Cleared:
Times Wiped:
Bosses 1 shot:
ETc…

The above stats will be used to EVALUATE the run and reward extra karma / coin / tokens / bags of wonderous goods / random chest with high rare / exotic drop rate or what have you. People will want to clear trash because not only is it no longer tedious due to previous changes listed but a higher clear number with a faster clear rate (emphasizing efficient tactics) will get you a higher rating (A, B, C ,D ,F) etc.

Then in addition to that display you also get
“Under Each Player’s Name”

Direct Damage Dealt:
Conditions applied / Damage Dealt:
DPS Total(in combat):
Healing Done(to Self):
Healing Done(to Others):
HPS Total(in combat):
Boons Given to allies:
Conditions Removed from allies:
Boons Stripped:
Successful Disables:
Damage Mitigated:
Damage Taken:
Time spent idle:
Units of measurement (feet / yards) moved:

This works like l4d, lol, dota2, or many other competitive games that allow you to have a depiction of your performance after the game.

This needs a few more things in the list but u get the idea. It would not be a “damage meter” to distract you during play so much as an end of dungeon wrap sheet that allows you to access your build and the effectiveness of the people you have run with. Now you cannot see this BEFORE the run so the thought of elitism being a concern isnt even on the table. This shows all builds and how they are doing and lets YOU as the player see how your build is performing against others and maybe other builds you have tried previously, maybe this info is saved in a log (last 10 runs are saved or so)

I think this “Run assessment” will really help thwart the massive popularity skipping if it is implemented with the other changes i’ve suggested.

What do you guys think?

Dungeons: Slight Fixes to make them worthhile

in Fractals, Dungeons & Raids

Posted by: Iehova.9518

Iehova.9518

Skipping is not a problem and therefore does not need a “fix”. We’ve already seen what the other “fixes” did to Arah, Bjarl, etc.

Lodes for tokens, why hasn’t this been implemented at release?

Dungeons: Slight Fixes to make them worthhile

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Skipping kind of undermines the whole point of the dungeon. Comparing apples to oranges to discredit a “Fix/idea” isnt constructive or useful.

Try talking about what I actually said and saying why you dont like it.

Dungeons: Slight Fixes to make them worthhile

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Agree with most of the changes, in particular the Tokens for Lodestones and the intricate reward system, and the proposal to make bosses more like Lupicus and encounters more like Fractals is awesome, Giganticus is the most rewarding fight in the game, at least to me.

Dungeons: Slight Fixes to make them worthhile

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

-Lodestones and the like as token rewards. It’s been said, it should be done. Simple enough.

This is good idea.

-Unique skins for dungeon content (Armor/weapons). This is separate from the token rewards and drop from chests.

What for? You already got guaranteed skins.

-Better mechanics in fights. Kholer is a GOOD simple mini-boss(though he needs a health reduction). Think SE path 1 first boss, Giganticus Lupicus, fractals have much better mechanics than normal dungeons. Use those examples and revamp old encounters.

If you think kholer have good mechanics, you must have not pay attention to others bosses and see only 3s long animations.

-Hard mode option. This doesn’t mean MORE HP MORE DAMAGE. Hard mode should give the bosses more skills that require attention and maybe even interrupts (IE a heal skill or something). Drop rates in hard mode will be higher, you get 10 more tokens, offers a challenge.

Knowing anet, it’s bad idea

-Disable waypoints while dead. Use the check point system for party wipes like i fractals, stop wp zerging and make players think about what theyre doing. Make failing a punishment that matters, not 50 copper.

I really hope you’re joking. If they put that, they need to put self-suicide option. And dying isn’t 50 copper but 1.7s. I expect a lot of kicking as well, when someone dies while skipping. Sorry but dungeons were designed with waypoints in mind, unlike fractals. You can disable wp zerging during boss fights only. Because that’s the problem (though I can already see pugs spending hours on lupi).

-Fix all exploitative spots. As a quick fix make it so that if a monster cannot deal damage to you it begins to evade and resets. WoW did this quite effectively and it really stops exploiting in most cases where it is in effect here.

It’s a donkey work but they can try. Most exploits don’t invovle getting on safe spots but skipping parts of dungeons.

-Environments that work with the encounter. Self explanatory.

You actually have to explain that. Because it might mean something like environments effects like in old DoA or something like burning barrels when fighting 1st boss in path 2 in Arah. Or simple boulders in AC story.

-Scale down health on most of the trash / bosses. Scale down auto attack damage. They should use 1-2 heavy attacks/skills each that define them as a unit and have THOSE be the abilities to look for and dodge. Constant high auto attack damage doesnt emphasize skill, its just cheap (granted dungeons arent hard but making them more skill based is what im getting at)

So you want all mobs to behave like abominations? or Oakhearts? That would be pretty boooooooooring. You have ways to mitigate damage.

NOW FOR THE IDEA TO FIX SKIPPING……

You have numerous threads about that and numerous answers by anet’s employees. Skipping doesn’t need fix. When you do one dungeon 50th time you really don’t want to kill mobs who drops kittens, your objective is shiny tokens lying at the end of the dungeon.

Dungeons: Slight Fixes to make them worthhile

in Fractals, Dungeons & Raids

Posted by: Lord Raven.7930

Lord Raven.7930

They supposed to design whole dungeon mechanics from beginning to fix them….

How it is possible that there is so many possible exploits and bugs?

example: Level of difficulty of boss is designed around room where he is fight with(example TA boss in cocoon room), but if you pull him out of this room you just nuking him down…. very silly designers mistake.
All boss fight should be in closed rooms, party come in, doors lock… fight is over when boss is dead or whole party is dead and doors are open. Simply as that but seems developers forgot about it. Pulling bosses outside?? resetting them? bugging them? just unbelievable…..or dying in the middle of fight and….. joining back after running from waypoint ??????

another thing…. skipping adds…. trash mobs should chase you until they are dead or you are dead…. simple…. no things like reset…….of course reduce the amount of trash in dungeons, less trash more bosses…

bosses skills, hp should be scaled properly to skills and gear of players.

There should be no fights where party standing afk and using auto-attack nuking down boss who can do nothing……..

If bosses adds for some reason bugging around the room then simply design properly boss fight rooms….

and many other mistakes done by Arena Net like they would never seen any other mmo to gather PvE mechanic experience…

of course… these fixes will make GW2 not “noob” friendly anymore…. what is obviously what designers and most of players don’t want….

(edited by Lord Raven.7930)

Dungeons: Slight Fixes to make them worthhile

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

Stop trying to fix skipping. Anet already said it’s legit. Or give worthwhile drops, not kittens.

Dungeons: Slight Fixes to make them worthhile

in Fractals, Dungeons & Raids

Posted by: Nozdrum.2894

Nozdrum.2894

I like the title. It is implying things that are not proven and from this assumption he is creating all kind of nonsense.
If you wan’t a hard dungeon why don’t you go arah and fractals 30+ ?