How do you think dungeons should work?

How do you think dungeons should work?

in Fractals, Dungeons & Raids

Posted by: harbinger.2698

harbinger.2698

I’m going to post my dungeon philosophy and I’m genuinely curious how many agree or disagree.

I think

- Beginner dungeons should be very doable by good, not great gamers at or around the level specified. Currently, unless your a GW2 Gaming God, AC is not doable by people at the level.

- If you run with a full group of full exotic 80’s, the beginning dungeons should be fairly easy. The rewards for these dungeons should be leveled to the dungeon and there should be little incentive for higher level toons to farm these dungeons unless it’s to help someone or they’re just farming tokens.

- Higher level dungeons should yield a definite bump in loot. I should absolutely expect to get better loot in COF over CM or AC. I should expect to get a definite bump up in loot for doing COE or ARAH over COF. Right now, I feel like I have about the same chance for a nice rare or higher from all the dungeons and that is not how it should be set up.

- Stop trying to make beginning and end game dungeons feel the same for a lvl 80 toon and make the rewards worth the pain for doing them. Quite frankly COF is far easier than AC and that doesn’t make any sense whatsoever. I actually feel squishier in AC than any other dungeon right now which is plain stupid.

So, there’s a few of my main problems with the dungeon system as is right now. Thoughts?

How do you think dungeons should work?

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Posted by: Vees.7816

Vees.7816

That is true. It makes no sense to make early dungeons harder than later ones. The loot in every dungeon is terrible and I sell it all.

Subtract the loot and just give me more silver.

How do you think dungeons should work?

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Posted by: harbinger.2698

harbinger.2698

That is true. It makes no sense to make early dungeons harder than later ones. The loot in every dungeon is terrible and I sell it all.

Subtract the loot and just give me more silver.

Yeah, that brings up another point I meant to make, thank you. Do you guys generally think that once you have the tokens you need to buy the gear you’re farming that there’s really any incentive to farm dungeons or is the loot generally not worth it?

I’ve found an occasional rare on dungeon runs (maybe 1 per every 2 runs) but it’s not compelling enough to make it a nightly must have type of event. Closest I get to that is running Fractals @ level 10 or higher to get ascended rings which I think is totally worth it.

How do you think dungeons should work?

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Posted by: mdapol.8530

mdapol.8530

The beginner dungeon -is- easier than the later ones. The beginner dungeon is AC story mode. Not AC explorable mode. Explorable mode is hard mode. AC story mode is easily doable by level 30 characters.

Also, all of the dungeons are scheduled to get re-vamps. Not just AC. You are looking at a process that isn’t finished yet. Wait till all the dungeons get modified, then comment.

How do you think dungeons should work?

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I personally dislike the entire way all of the dungeons are set up. They are basically all long corridors with very few interesting rooms or mechanics. I personally prefer larger, more open dungeons, with multiple paths to explore (and not 3 linear paths). I liked the dungeons in GW1 better, because several of them were these large free roaming maps with various quests that could be done in any order. And why aren’t there dynamic events in dungeons? Or why can’t we enter them with more people?

Compare the old Sorrow’s Furnace from GW1 with Sorrow’s Demise in GW2, and you’ll just be sad. It’s such a big step backward. The old Sorrow’s Furnace was huge, with countless corridors, various optional bosses and sub quests, various traps, doors and mechanisms. It was just a lot of fun, and it looked awesome too. That is how I want GW2’s dungeons to be.

http://atyrianodyssey.com/gw/wp-content/uploads/2012/03/grenths-footprint_entry.jpg

And agreed, low level dungeons should be doable by players of the level they supposedly are made for.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

(edited by Mad Queen Malafide.7512)

How do you think dungeons should work?

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Posted by: google.3709

google.3709

Dungeons should have a difficulty similar to fractals, allowing inexperienced players to complete as well as this would please players looking for more of a challenge with the incentive of better loot. Also this would open new possibilities such a new armor gears only acquirable through high levels as well as allow for much more replayability.

negative: something like this on every dungeon could make it harder to get groups, specially for low levels as well as it would concentrate the population around dungeons which is the opposite that anet is currently trying do by diversifying and populating every map.

How do you think dungeons should work?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

They should have five versions:
- An easy mode without silver foes and less HP in champions, with much less rewards, for those who just want to see the stories.
- A normal mode, the current one.
- A hard mode, with extra health and damage in enemies, and closed doors until all foes are cleared on each room.
- A roaming mode. Unlocked after story. A version of the zone that is shared, and works like a small explorable zone without hearts, but with events, puzzles and guild missions. Much like Southsun cove.
- A vanquish mode: Unlocked after clearing all paths. Made for parties of 5, there’s no events, but all doors are open and anything blocking paths is removed. Clearing all enemies grants a great reward and marks the dungeon as “vanquished” a player must be part of the team for at least 75% of the whole vanquish to get credit.

Southsun cove itself should be turned into a “dungeon”, turning the one-time event into its story mode, and adding at least 3 paths: One with a drake boss, one with a skelk boss, and with a destroyer boss. The current Southsun Cove explorable would become its ‘roaming mode’. Those who participated in the one-time event would also et story cleared automatically.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)