Improving Dungeons - Phase 2 Players Input

Improving Dungeons - Phase 2 Players Input

in Fractals, Dungeons & Raids

Posted by: Orpheus.7284

Orpheus.7284

The clumsy phase 1 in/out of combat fiasco aside (too buggy! cant get out of combat sometimes! too punishing for noobs!), let’s focus on providing helpful information for upcoming Phase 2 that Mr. Hrouda’s team is working on. In his recent blog he specifically encouraged us to do so but lets do it in an orderly fashion so they can actually put up with reading them.

I think it’d be very helpful to sort them by dungeon, by path. Dissect encounters and run through different scenarios, in a very organized, unbiased fashion to provide the best suggestions. Something like:

General Improvement:
- Make a decision on whether dungeons are endgame content or casual content for lower levels and adjust rewards accordingly. Example: AC/CM/TA/SE rewarding level 40~50 rares for 30 tokens despite its difficulty being on par if not greater than the ones that yield 70+ rares (thus, ectos). Set a standard for amount of time you’d like players to complete certain dungeons. Adjust reward accordingly to compensate longer dungeon runs this way some dungeons don’t go completely southsun cove.

Ascalonian Catacombs:
- Path 3, Lovers room, difficulty discrepancy between having an Ice Bow elementalist vs not having one against the graveling burrows. Has not been a big issue ever since the fix on burrows’ target obstruction, but i feel regular weapons still don’t do enough damage to them to keep up with the spawns.

Caudecous Manor:
- Path 2, Pillow Room, pillow still bugs out from time to time where when you step on a pillow spikes still pop out to get you.
- Path 1/3, Sure-shot Seamus, knockdown lock is pretty overpowered. I run with experienced guardians so it’s no issue but I fear for the less prepared compositions.
- General: Unless there is reward buff not many people would want to run this dungeon without exploits or content skipping near the end of path 1/3.

Citadel of Flame:
- Path 3, end boss, either lower the damage from lava or make players that die on lava teleport off the lava so they can be ressed instead of going afk for the remainder of the dungeon.

This is just basic template, please contribute if you can. Organize your thoughts, don’t focus on criticizing other people’s suggestions, because if it’s too crazy of a suggestion Anet won’t consider it. Let’s all chip in and improve on those dungeons!

Improving Dungeons - Phase 2 Players Input

in Fractals, Dungeons & Raids

Posted by: Yams.6082

Yams.6082

1) Remove the delay from dodging while ressing.
2) Improve the speed of ressing a defeated player.
3) Give a free WP to the first time you enter the instance (I disconnect sometimes. I feel it is unfair to be punished for something that is completely out of my control.)

Yams One/Two/Three/Four/Five/Six
SBI

Improving Dungeons - Phase 2 Players Input

in Fractals, Dungeons & Raids

Posted by: Aywren.5438

Aywren.5438

I don’t usually post a lot on these boards, but I hope maybe someone will read and think about this request. It’s the one major unhappy spot for me in this game.

Please consider scaling down the difficulty of STORY mode dungeons.

Leave the explorable modes for folks who want the challenge. Heck, if you think there’s too much reward in story mode (I don’t), nerf it if you must. But, please know that not all of us are there to grind tokens or run chests.

Some people, like myself and many in my guild, wish to play the story mode instances for the experience of learning about the dungeon and hearing the ongoing story of Destiny’s Edge. You can’t get this backstory or see the cinematics anywhere else in the game, and it’s a real shame that it’s gated behind frustrating dungeon mechanics (especially with the newest waypoint change).

People who haven’t read the books may not know about the group’s dynamics and history. They are missing out on the storyline unless they can complete the dungeons. That’s what I have the most qualms with.

Sure, many of my guildies are casuals, but we all make a good effort to try and complete the story modes for story sake. We aren’t skippers or power runners. We just want to learn and understand the lore. I feel story mode is sometimes “punished” due to mechanics used and abused to speed run the explorable modes.

If you need a list of bosses that caused the most issue to my teams in story mode, I can offer it. CoE was especially horrendous (even before the waypoint change), and not a story mode I’ll run again willingly unless a guildie really, really needs it.

Thanks for your consideration!

Nipp Mousetrap —http://whitecharr.tumblr.com/

Improving Dungeons - Phase 2 Players Input

in Fractals, Dungeons & Raids

Posted by: Meridius.6502

Meridius.6502

i agree with cof story. the boss that changes weapons is kind of ridiculous. hotw exp bosses need a massive health reduction. the boss in arah that spawns trees doesn’t even seem to attack players or have any interesting mechanics, afk auto attack this boss.

Improving Dungeons - Phase 2 Players Input

in Fractals, Dungeons & Raids

Posted by: Shinki.8045

Shinki.8045

For the subject of Risk/Reward:

Chest rewards are enormously disappointing. That’s when you even get a chest at the end. Some dungeons don’t even reward you with loot for killing the last boss.

No path in AC rewards with a chest at the end, but the bosses are lootable.

CM path 1: lootable boss, no chest. Path 2: lootable boss, no chest. Path 3 lootable boss and a chest.

In every path of TA you can neither loot the boss or get a chest at the end.

SE path 1: lootable boss, no chest. SE path 2: no lootable boss or chest. SE path 3: Lootable boss, no chest.

CoF: Path 1: lootable boss and chest. Path 2: no lootable boss, lootable chest. Path 3: lootable boss no chest

HotW: Path 1: Lootable boss and chest. Path 2: lootable boss and chest. Path 3: lootable boss and chest.

CoE: All paths, lootable boss, no chest.

Arah: Path 1 lootable boss, no chest. Path 2: lootable boss, no chest. Path 3: lootable boss and chest. Path 4: lootable boss, no chest.

Beyond that random discrepancy, the big chests are now almost always worse than the tiny little ones mobs leave on the ground. As it stands you’re lucky to complete every path of a dungeon and get an ecto, unless you burn your tokens to do so.

Improving Dungeons - Phase 2 Players Input

in Fractals, Dungeons & Raids

Posted by: Orpheus.7284

Orpheus.7284

Sorrow’s Embrace
Path 3 – Redo some of the events like you did for CoF path 2 Magg event. Too many horrible players out there are exploiting events here.

Path 2 – AI Pathing is horrendous during the time you have to escort npc to pick up the Ore. A lot of going back and forth in slow motion. Feels weird that he moves so slow. Maybe redesign it so that instead of escorting him slowly to the Ore while fighting dredge ambushes , we will protect him from waves of dredge while he mines the Ore itself? Throw in some twists so its not the exact same thing as CoF path 2 Magg.

Path 1 – It’s really a shame that its so nerfed that its no longer a unique stealth mission. People just brute force through the patrols now because they’re so weak. I understand that coulda be done before with a strong party but still it was unique to most weaker, less dps parties. Should have lengthened patrol interval or fix the hiding spots that are supposed to hide you but weren’t. That is personal preference though, many do not like/can not do sneaking missions.