Hard mode, Specifically for Dungeons
I would love something like this….give us something to work toward and have a challenge/fun in dungeons. They are all mostly yawn fest “stack in a corner and FGS” now…. I do it for the gold, but it lost its fun a while ago for me.
Also, this will probably be moved to the dungeon sub-forum.
King Arcturus X~80 Ranger | Suki Serra~80 Thief | Count Charon~80 Necro | Regulus Leo~80 Ele
HoD since launch
Exploration mode is suppose to be hard mode. Still people have done the dungeons enough that they are easy.
“Quoth the raven nevermore”
Platinum Scout: 300% MF
Mobs that use attacks designed to stop stacking. Do it, Arenanet.
Things like the Queen Spider in AC, with the poison field, just magnified many times.
i’m all for harder dungeons or a hard mode for them, but giving the enemies downed state would be far more annoying than an actual challenge. unless you make the enemies tougher but smaller in numbers.
I personally think that the downed state is actually a HUGE flaw of the game. I don’t know a single person that likes this. But it’s so heavily integrate into the game that it’s hard to remove. If they remove downed state, the zerker meta will be broken.
I only suggested it because the toxic alliance seem to be the only enemies with special mechanics.
yeah interesting mechanics are welcome, and dodging enemies would make weakness a more useful condition in dungeons if they made enemies actually use endurance to do it.
but then again i’m afraid that the new mechanics will just be something boring like agony where the only real counter is getting specific gear.
yeah interesting mechanics are welcome, and dodging enemies would make weakness a more useful condition in dungeons if they made enemies actually use endurance to do it.
but then again i’m afraid that the new mechanics will just be something boring like agony where the only real counter is getting specific gear.
Dodging enemies specifically could also break the stacking meta that exists in dungeons. That would be exciting!
Mishee approves of this. The idea you have sounds amazing to me, I love the dungeons and their story. Making it more appealing towards us dungeon lovers would totally be sweet.
The day they announced MegaServer, I realized they were consolidating active zones and I now believe the reason is the eventual introduction of GW1 type Hard Mode for ALL Exploitable Zones (that will potentially DOUBLE existing Zone requirements).
Dungeons would be easier (less overall work) but would effect a much smaller segment of the player base. Anet released some statistics early in the game (could be inaccurate now) that indicated less than 40% of players had ever even entered a dungeon instance.
Fate is just the weight of circumstances
That’s the way that lady luck dances
Many people, including myself, feel that dungeons are too easy and the speed run style of skipping from boss to boss that is widely implemented is kind of bemindering most of the cool stuff you guys put in dungeons.
Path of least resistance, players will always find ways to do it easier, it’s why some paths and some dungeons are practically never run.
But I agree that a hard mode would be interesting. At least it might not be too resource intensive to implement (since I’d image it might be mostly damage / health tweaking with a few new mechanics here and there).
Dungeons should be about exploring the unknown, not doing the same thing each and every time. Anything is easy after you do it 100+ times! If it wasn’t for lodestones everyone would quit doing dungeons.
Dungeons don’t need to be harder, they need to be more random!!! Random Bosses, trash mods, traps & loot all at random locations. Make players find loot don’t reward it, that will end the gold speed runs!!!! Heck just create some hallways with 50 doors, any dungeon run would have 20 random doors, each may contain a Boss, trash mob, traps or treasure, that would be better than what we have now.
Imo this needs to be implemented very soon. The game needs some significantly harder challenges. I would love to see all the dungeons have level 80 paths with drastically increased rewards. I love some of the mechanics in the story dungeons and it would be nice to see new ones introduced. For example the lovers in AC was a great mechanic and it required skill to beat those fights when the game was launched.
Ascended weapon chests and 5-7g for the daily will make hard mode dungeons worth running. Aether path of TA is a great example of this. Its a much more challening path to run, however the reward is the same as any other TA path. There is no reason to run the path once you have completed all the achievements.
As a long time Gw1 and Gw2 player it would be refreshing to bring back some of those challenging Gw1 moments into gw2
[vT] Violent Tendencies
I’ll like to have a hard mode like guild wars 1. One wipe means the end of the dungeon. The only way to survive is reviving other players. Make it so that everyone that wants to do the hard mode has to pay a fee to enter so they know to bring the right builds or willing to change it mid way through.
This I think would bring the feeling of entering underworld or fissure of woe to guild wars 2. Sometimes having some tension in dungeons will be fun. I did fractals for this, but having another hard(er) mode in the game will be great.
I’ll like to have a hard mode like guild wars 1. One wipe means the end of the dungeon. The only way to survive is reviving other players. Make it so that everyone that wants to do the hard mode has to pay a fee to enter so they know to bring the right builds or willing to change it mid way through.
This I think would bring the feeling of entering underworld or fissure of woe to guild wars 2. Sometimes having some tension in dungeons will be fun. I did fractals for this, but having another hard(er) mode in the game will be great.
You never got kicked out of a dungeon in Hard Mode after one wipe, only if your party had 60% DP. You got kicked out of elite areas though in case of a full wipe.
Also, no fee please.
Why no hard mode dungeons? :\ Throwing some ideas out there and reiterating things already posted:
Introduce instances with no waypoints. Either create hard mode dungeons with no waypoints(requiring restart/res orb) or bring elite areas into the game with no WP.
The mechanics of hard mode already exist. Ideas can be pulled from here… http://wiki.guildwars.com/wiki/Hard_mode. Increase mob level to cause more glancing blows, change attack patterns, mobs hit harder and more CC. Introduce more variety like PBAoE mobs with teleports/stealth, mobs with stealth/spike damage(little mossmen), different possible spawn locations, stealth traps etc.
An idea for new instances or hard mode: The entire dungeon becomes explorable at once. To use CoE as an example: you’ll do all of the generic content(mark golem, alpha in the beginning, etc) but you won’t have to repeat these things every path. Instead, the paths are merged into decisions: When you kill mark you’ll be offered 2 choices, blow up the door(p2,p3) or hack(p1) then fight alpha once more. The next phase would be the 3 sub-bosses(destroyer, husk, bjarl) in your desired order. Then the final alpha fight would occur with him having new mechanics based on the other bosses. Dungeons like cof with several entrances would just open all gates, let you pick a starter path then link to other parts after finishing certain areas. In essence, create dungeons that are more explorable with different possible experiences. Anet probably won’t do this as it would require restructuring, but I’d like to see dungeons(or elite areas) with less restriction.
All hard mode dungeons should require lvl 80, completion of normal mode paths and introduce new title(dungeon grandmaster?). Each HM path should have a daily chest, give the normal mode daily(if not completed yet) and a standard reward. HM daily chest and completion should be better than NM rewards. Consider introducing ascended versions of dungeon armor/weapons and distinguishing them from their exotic counterparts. Just for example: the fire on cof armor glows a different color than exotic(blue instead of yellow) or a dye channel lets players decide. AC armor could gain a faint blue hue at night like the AC weapons.
In the end, the game becomes dull when you can’t fail. And while a casual oriented game is what Anet went for, there’s no reason harder content can’t exist too.
Mobs that use attacks designed to stop stacking. Do it, Arenanet.
Things like the Queen Spider in AC, with the poison field, just magnified many times.
Or how about we not have one-shotting area denial attacks (your implied suggestion, not the actual current spider queen) and ANet come up with something slightly more interesting. Risen Illusionist chaos storm are well designed in regards to its power, CC, condition and boon application, for example (though should have an actual .5s cast time so you can actually interrupt it).
Dodging enemies specifically could also break the stacking meta that exists in dungeons. That would be exciting!
1. Dodging enemies currently exist in dungeons in this game
2. We already stack on them
3. ????
Dungeons don’t need to be harder, they need to be more random!!! Random Bosses, trash mods, traps & loot all at random locations. Make players find loot don’t reward it, that will end the gold speed runs!!!! Heck just create some hallways with 50 doors, any dungeon run would have 20 random doors, each may contain a Boss, trash mob, traps or treasure, that would be better than what we have now.
That doesn’t sound like Guild Wars 2 to me. Maybe you should play something else. And maybe you should have a long think about how RNG dungeons are literally impossible to implement in this game.
The game lacks a lot of such content. Aside the dungeons there is nothing else. The rest is casual PvE open world fun. Look at other MMOs, they have a ton of small group to large group (raid) content, where we are just left with the same old 8 dungeons. It’s pretty embarassing. Hope they will finally add something in the future…
‘would of been’ —> wrong
Yeah they should add guild vs. guild and bring hero’s ascent back.
shrug Eye of the North had some pretty fun dungeons. I wouldn’t mind seeing some of them back. Not really to the point of the difficulty, but more to the new scenery.
I do agree though. I have advocated for HM or some “gambit mode” for dungeons for a while. Hopefully we see something like this.
Give them the AI of the PvP trainers for the different classes, buff health by ~50%.