Improving fundamental issues with dungeons

Improving fundamental issues with dungeons

in Fractals, Dungeons & Raids

Posted by: TheKillerAngel.3596

TheKillerAngel.3596

Killing most enemies in dungeons is unfun, hence they are skipped
Solutions:

- Reduce the number of elites in dungeons. When nearly every “trash” enemy in a dungeon is elite, it devalues the meaning of elite.

- If the numbers of elites remain the same, reduce their hit points and damage.

- Alternatively, make elites “worth killing.” There are many systems to make trash in dungeons “worth killing” – at the most basic level it means buffing their loot tables.

- Other methods of incentivizing different methods of play include rewards for full completion of a dungeon, along with fast completion of a dungeon. If you can complete a dungeon within ABC minutes, you quality for one track of rewards. If you can complete XYZ objectives/kills of a dungeon, you quality for a second track. Can you complete both? Even better. This reward system is similar to mission rewards in GW1, where you can aim for standard, expert, and master’s rewards in either normal or hard mode.

Boss fights are uninteresting or too susceptible to gimmicky tactics
Solutions:

- Reduce the amount of hit points bosses have. Many bosses in this game substitute interesting mechanics for wads of HP.

- Increase the number of skills bosses have, especially defensive/utility abilities. Bosses should aim to have the same number of abilities as players – 10, with a similar distribution. 5 offensive abilities, 1 healing/defensive ability, 3 defensive/utility abilities, 1 elite/high threat ability. This will reduce bosses’ reliance on large, telegraphed skills while still maintaining a high threat level.

- Improve enemy intelligence such that they react to players as opposed to being bricks that endlessly rotate skills. This means enemies should learn to “stay out of the fire” and need better mobility.

Think stacking and skipping trash is cheap?
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.

(edited by TheKillerAngel.3596)

Improving fundamental issues with dungeons

in Fractals, Dungeons & Raids

Posted by: Purple Miku.7032

Purple Miku.7032

100% agree with absolutely everything here and have mentioned it all dozens and dozens of times with specific suggestions too.

:(

Improving fundamental issues with dungeons

in Fractals, Dungeons & Raids

Posted by: Spoj The Second.7680

Spoj The Second.7680

Making decent loot tables inside dungeons would prevent the majority of skipping. Boss loot tables should also be drastically improved. It doesnt make sense that dungeons are so poor for loot yet open world is fine…

Agree with boss suggestions.

Improving fundamental issues with dungeons

in Fractals, Dungeons & Raids

Posted by: Casmurro.9046

Casmurro.9046

They cant make the trash mobs give good loot because that can increase bot activity in dungeons. But it would be nice if they tone down a bit the mobs hp and damage.

I remember when i started running TA, i started with friends and using no guide so we were always clearing all the mobs, we used to have a lot of difficult with the knights, they do an absurd amount of damage and keep knockbacking you, they also place that aoe that keeps pulsing damage, clearing that road in TA f/f used to take forever. Those knights should have slower atacks and shouldn’t spam knockbacks like they do now.

I also think they should add more dynamics events inside dungeons, and they should give much more xp than those that we have now, so it makes it worthy leveling up alts in dungeons. Anet should change the scaling in dungeons too, right now if feel too much overpowered in my full ascended warrior, while the low lvl pugs that join the group have too much difficult doing the content, part because of inexperience but mostly because their stats are too low compared to a lvl 80.

Improving fundamental issues with dungeons

in Fractals, Dungeons & Raids

Posted by: Thaddeus.4891

Thaddeus.4891

The thing is, you can’t just boost the loot table from mobs in the dungeon, while keeping everything else the same. This will simply boost the overall gain from doing dungeon and right now its at a good place.

If they boost loot tables from mobs, they need to decrease the reward at the end of the dungeon. That is pretty much going back in time, since we used to get silvers from each mini boss and no bonus chest at the end.

The problem that this cause is the possible farming of a path like with CoF path 1 back in the days. Back then, the main reward came from all these Legendary and Champion. I used to kill kholer everytime and even search for those gaveling champion in AC.

Maybe a good system that would encourage ppl to kill more of the mobs AND don’t allow farming 1 path would be something like that :

Remove the bonus chest and spread the reward between all the Legendary, Champion and Elite in each dungeon. So if you want to gain all the reward, its not about finishing the path as fast as possible with skipping everything, but its about completing the path. But the trick, which may be hard to code, would be to remove that bonus gold from monster after the first time you do the path each day. That way, skipping and farming the path won’t be as rewarding as it is now.

Thaddeauz [xQCx]- QC GUILD

Improving fundamental issues with dungeons

in Fractals, Dungeons & Raids

Posted by: Spoj The Second.7680

Spoj The Second.7680

Well no matter what they do, boss loot in gw2 is the worst ive ever seen in any game.

Improving fundamental issues with dungeons

in Fractals, Dungeons & Raids

Posted by: TheKillerAngel.3596

TheKillerAngel.3596

Well no matter what they do, boss loot in gw2 is the worst ive ever seen in any game.

Yeah, it’s pretty bad. But I think they wanted to shift the reward schedule in Gw2. Most MMOs have instanced content with variable ratio reinforcement schedules. Bosses have really epic loot, but they may or may not drop it, and you need to keep running that content to have a chance at getting rewards.

GW2 dungeons have fixed ratio reinforcement; barring diminishing returns the reward is largely the same, but guaranteed. Reward packets (tokens and gold) come in smaller doses but they are consistent every time you act.

I would support purchases of higher end equipment from dungeons vendors, or at least something more. Right now tokens don’t feel particularly valuable right now.

Think stacking and skipping trash is cheap?
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.

Improving fundamental issues with dungeons

in Fractals, Dungeons & Raids

Posted by: Esmee.1067

Esmee.1067

I agree with:
- Less amount of HP on virtually anything in a dungeon.
- More interesting mechanics than 1-2 abilities per boss
- More incentive to clear trash

I’d be wary with ‘simply’ increasing their loot-table, how-ever I’m uncertain what a proper sollution would be, besides the boring obvious sollutions: gate’s are closed until mob X is killed or kill Y amount of mobs to unlock a bonus boss worth doing, which no-one wants.

Improving fundamental issues with dungeons

in Fractals, Dungeons & Raids

Posted by: Saint.5647

Saint.5647

We’ve been asking for more clown cars since the game launched. I wouldn’t hold my breath. The dungeons won’t be any more fun until every mob is replaced with a mobile and unleashing Elite Massive Undead Clown Car.

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