I’ll freely admit I love Fractals. What I love the most about them is the acknowledgement and willingness from ArenaNet to strip back dungeons to their bare bones. If players are already speed running dungeons, bypassing enemies and content, then why have those obstacles to begin with? Not only do Fractals make dungeon running quick, painless and fun, but they have singlehandedly removed speed running (there’s nothing to speed run through!). It must also reap rewards for ArenaNet in their ability to develop the dungeon content quickly now that little or no narrative is involved (I’ve been informed the content was made in as little as 5 weeks).
In spite of all this, I do have some long term concerns about Fractals. While some of the flaws can be attributed to “newness” and the fact players are flocking to them in their droves, others require serious attention to ensure that long term damage isn’t done.
Dungeon Difficulty
On paper the prospect of a dungeon scaling in difficulty, the more you progress, is great. However, this tends to mean three things when the difficulty in Fractals increases: enemies have slightly more health and deal more damage per increment, gain access to more skills and harsher environmental effects become present. A harpy on lower difficulties might attack you with standard arrows but at higher levels those arrows might knock you back. Things like this are great for creating a challenge to the player, while keeping the dungeon fresh.
What is frustrating however is the initial dungeon difficulty is frighteningly easy, with enemies and environmental factors reaching a very early ceiling, leaving only monster health and damage as the difficulty curve. My biggest issue here (and I’ll expand on this further below) is that it all becomes very predictable, very quickly. Once enemies and environmental factors have reached their peak, adding more health or having enemies deal more damage for the most part isn’t pleasurable. It’s also a relatively lazy way of creating longevity. Yes it will make an encounter more difficult on a numerical basis but not one on a tactical or strategic one. I would much rather see improved AI routines and a greater focus on environmental/enemy changes than the simple approach currently on display.
Difficulty Increments
I honestly couldn’t tell you what the changes are to Fractals between difficulty level 1 and 7. I don’t think there has been a single moment where I’ve said to myself: “Wow, that’s much harder” when climbing the difficulty ladder. Which begs the question: why have so many inconsequential difficulty levels? If the only difference between initial and later levels is fractional differences in enemy health pools and damage, what is the purpose? Surely it would be better to have Fractal difficulty levels increase on a scale of 1-3-6-9-12 instead of 1-2-3-4-5 so that difficulty jumps are apparent.
