I really like the fractal dungeons and the way they are implemented in the game. Iplay a guardian and have run through the 30s solely with public groups (using the website) and generally enjoy them. Others please share your thoughts ABOUT THE FRACTALS, and not about why you hate rings, or why agony is the worst thing ever, or using the website, or fractals in general, or dc issues that will soon be fixed.
If I have one basic theme, it’s that fractals should be designed so that a skilled group can move through them quickly. Boss fights should be exciting, high danger scenarios – not attrition fests. The speed of progression should be based on skill, and not on artificial, non-skill based barriers like giant hp pools for bosses. The current fractals are a mix of both.
Dredge – I really like this one, especially because various parts of it (the bombs, the door you have to cut through) really give thieves a useful role with their stealth fields. But please doublecheck your spreadsheet – I think you gave Rabsovich an extra zero or two on his health. He takes longer to kill than the boss, and it’s not a challenging fight; he just has way too much health. Give him a damage boost, an extra attack or two, and a massive cut to HP. The mining suit/ice boss is a great team battle design – he hits hard enough to hurt you, but played correctly he goes down fairly quickly.
Underwater – Another favorite, but same issue as with the Dredge. The jellyfish isn’t hard, he just has a stupid amount of health. Again, boost damage, give him some different attacks, and a big hp cut.
Asura – Love this one, harpies or no harpies; fun boss fights with good team work. (Ressing is good for team building.) Would like to see more jump puzzle type fractal content in the future.
Swamp – probably the best designed fractal. This is how a fractal ought to be designed – for a well-coordinated team that knows the ropes, it can be run quickly.
Blizzard – Same thing for the boss here. Probably too much health, but could use a few extra attacks to shake things up. He basically can’t hurt anyone as is, and his agony attack is totally avoidable.
Ascalon – awesome, and I love the idea of using the fractals to elaborate on little slices of Tyria’s history. Definitely a path for the future. The boss here is challenging without being cheap, goes down fast enough that you fear him killing you instead of you falling asleep, and the mob fights similarly can be rough if you overpull, but encourage the team to work methodically together.
Lava – Another good boss that rewards teamwork and tactics, and who can be a good challenge. Indiana-Jones style boulder rolling is always welcome, and another good inspiration for future fractals.
Hope some of this is useful. The dungeon designers have overall done a tremendous job and added a really fun element to the game that gives a challenge and some decent loot too.