Fractals, Ascended, and The future

Fractals, Ascended, and The future

in Fractals, Dungeons & Raids

Posted by: Bluee.1425

Bluee.1425

As we all know by now, the Fractals of the Mist is a dungeon with 9 current mini-dungeons that gets progressively harder as the levels go up. Meaning more health, more enemy damage, and more, more, more. At a certain point, players will need to equip Ascended gear with infusion slots in order to advance on the harder difficulty. Meaning better stats and more resist. It’s becoming awfully obvious where this direction is going.

I can’t predict the future, but right now players can obtain ascended ring at level 10+ already made, while back piece can be crafted with mats that will take around 1-3 days at best assuming you actually played the game and have some gold/mats on your back.

Right away getting 3 items of ascended is not that hard if you think about it, and it’s needed to by pass the super harder levels(20+ maybe). It makes sense that there is a halt somewhere for provision.

The whole dungeon itself is a bit of a gear check at later levels which I personally half-agree with. I don’t mind that there is a gear check because there is always that one guy who thinks all berserk or MF gear is the way to help the group out. Wrong. Putting effort is needed to advance further to the next level.

However, if this becomes a habit of gear check then, Houston we have a problem. A way to make things difficult but exciting all while having some ascended gear to ward off Agony is the mechanics itself. Allow a wide-spread of options that don’t normally happen.

For example, Dungeon A Level 15 should be different from Dungeon A Level 2 the difference should be noticeable. Not by simple numeric value feel of it but the number of corresponding triggers that appear. Such as the existing running through/with the giant molten boulder. Add mobs that will snare you or add fences that go on/off allowing you to go through or not. Things like that add flavour to the existing mechanic and point out that it actually gets harder.

Anyway, my point is I hope in future implementation of dungeons that the concepts for harder dungeons have more intriguing mechanic that build upon each other giving noticeable difficulty. This helps the design complex and yet straight forward.

Other than that, amazing work. I really love all the mini-dungeon design. Each has it’s own environment literally and metaphorically. Keep at it!

Commander Champion Magus Bluee of Rata Sum Security [RSS]

(edited by Bluee.1425)