[Suggestion] Dungeon Revisit

[Suggestion] Dungeon Revisit

in Fractals, Dungeons & Raids

Posted by: TheFrighteningFrenchFry.3275

TheFrighteningFrenchFry.3275

I’ve played GW2 for the past 10 years ( most definitely ), acquired demi god gear ( most definitely ). When I wanted to solo lupi, I just slapped my best gear on my warrior, got to lupi, smacked my head against my keyboard, looked up, and BAM! There was lupi, lying dead on the floor! I definitely got carried by my gear.

Necro>warrior confirmed ty nemesis for single handedly saving the gw2 community!!

/s

[Suggestion] Dungeon Revisit

in Fractals, Dungeons & Raids

Posted by: TheFrighteningFrenchFry.3275

TheFrighteningFrenchFry.3275

To add to what was said above, I think if you really wanted to solo dungeons, that joining (NOOB) would be a great idea ( provided your willing to listen etc.). As for your original idea, while it is interesting, I think there are more pressing matters with dungeons that are more important. But it doesn’t matter anyway, cause Anet ( or someone ) hates on dungeons. : (

Necro>warrior confirmed ty nemesis for single handedly saving the gw2 community!!

/s

[Suggestion] Dungeon Revisit

in Fractals, Dungeons & Raids

Posted by: Lindbur.2537

Lindbur.2537

Here’s a little of my old satire for everyone, let’s hope for the love of God that I don’t get banned for “spreading misinformation”. Consider this the disclaimer.

Let me see if I can produce another set of notes… ah, there we go. Prepare yourselves, ladies and gentlemen!

100% LEGIT PATCH NOTES

Recently there has been an increase in the number of players stacking and using damage gear sets in dungeons. In the past, we made it clear that these are exploits. We will not tolerate them, especially ‘Berserker’ gear. We have made the following changes in order to bring dungeons more in line with our original design manifesto:

  • Renamed Berserker gear to Exploiters gear and added intense particle effects that cannot be toggled off. This is to assist players in reporting these exploiters and at the same time disrupt the prevalence of stacking by making it impossible to see.
  • Added intangible dredge cars to all dungeons. These dredge cars spawn lots of dredge and themselves have lots of health. Should two of any of these dredge die within 5 seconds of each other, the car will burrow for 5 minutes and return with twice as many dredge, and 10 more Disaggregators. This change is necessary to discourage stacking against the cars and to promote greater immersion in dungeons.
  • Following player feedback from the CDI, we have removed all dredge from the Underground Facility fractal. For lore reasons, all dredge have been recalled by the Moletariat to combat exploiters using Fiery Greatswords to kill their kinsmen.
  • Replacing the dredge will be Ascalonian Cave Trolls wearing clown costumes. There is exactly one less troll in the fractal than there were dredge, just so people can’t complain that we didn’t do anything about the number of mobs inside.
  • All dredge cars have been painted with red, yellow and white colours to represent something. Take a guess!

:)

A remnant of times past.
“Memories are nice, but that’s all they are.”

[Suggestion] Dungeon Revisit

in Fractals, Dungeons & Raids

Posted by: Tom Yzf.5872

Tom Yzf.5872

I too, would like to contribute to this enlightening and engaging conversation.

[Suggestion] Dungeon Revisit

in Fractals, Dungeons & Raids

Posted by: IvanTheGrey.2941

IvanTheGrey.2941

I’ve played GW2 for the past 10 years ( most definitely ), acquired demi god gear ( most definitely ). When I wanted to solo lupi, I just slapped my best gear on my warrior, got to lupi, smacked my head against my keyboard, looked up, and BAM! There was lupi, lying dead on the floor! I definitely got carried by my gear.

You were. I was there ;-)

[Suggestion] Dungeon Revisit

in Fractals, Dungeons & Raids

Posted by: TheFrighteningFrenchFry.3275

TheFrighteningFrenchFry.3275

I’ve played GW2 for the past 10 years ( most definitely ), acquired demi god gear ( most definitely ). When I wanted to solo lupi, I just slapped my best gear on my warrior, got to lupi, smacked my head against my keyboard, looked up, and BAM! There was lupi, lying dead on the floor! I definitely got carried by my gear.

You were. I was there ;-)

Nomad gear OP.

Necro>warrior confirmed ty nemesis for single handedly saving the gw2 community!!

/s

[Suggestion] Dungeon Revisit

in Fractals, Dungeons & Raids

Posted by: Aden Celeste.3650

Aden Celeste.3650

Hi OP:

I actually think the dungeons are quite easy. The real issue is how so far it has been left without a clear direction as to what the developers want players to do. Sure, they have never criticized stacking, but I really dont see how a group of passionate developers agreed to allow for such abuse of terrain, enemy AI and exploits.

If anything, I do agree with a leveling system, that would be extremely cool. I would also add to make it so that the more mobs you kill in a dungeon, the more loot (rare loot chance?) you get at the end. Also, some optional boss fights for the other non-popular dungeons with a real incentive to explore the whole thing.

I thought of something: what if there were no more dungeon tokens, instead mobs had a chance to drop a dungeon box that contained an armor or weapon piece, to which you can pick the stats you want? That would most definitely pick up interest in killing the mobs, which can reward a player with an exotic piece they can salvage for gold ^__^

[Suggestion] Dungeon Revisit

in Fractals, Dungeons & Raids

Posted by: Nevets Crimsonwing.5271

Nevets Crimsonwing.5271

Hi OP:

I actually think the dungeons are quite easy. The real issue is how so far it has been left without a clear direction as to what the developers want players to do. Sure, they have never criticized stacking, but I really dont see how a group of passionate developers agreed to allow for such abuse of terrain, enemy AI and exploits.

If anything, I do agree with a leveling system, that would be extremely cool. I would also add to make it so that the more mobs you kill in a dungeon, the more loot (rare loot chance?) you get at the end. Also, some optional boss fights for the other non-popular dungeons with a real incentive to explore the whole thing.

I thought of something: what if there were no more dungeon tokens, instead mobs had a chance to drop a dungeon box that contained an armor or weapon piece, to which you can pick the stats you want? That would most definitely pick up interest in killing the mobs, which can reward a player with an exotic piece they can salvage for gold ^__^

You know what, I was thinking about this more the other day. I think perhaps the best evidence I can give to defend stacking as a legitimate technique, besides of course how buffs work in this game, is the cliffside fractal. For the chest seal there are two concentric rings of fire with a small area in the middle where the two rings don’t overlap. This location, beyond any reasonable doubt, was DESIGNED for stacking. The developers DESIGNED a small safe area so your party is essentially FORCED to stack if you don’t want to run through the fire with every hammer hit.

[Suggestion] Dungeon Revisit

in Fractals, Dungeons & Raids

Posted by: Zui.9245

Zui.9245

Hi OP:

I actually think the dungeons are quite easy. The real issue is how so far it has been left without a clear direction as to what the developers want players to do. Sure, they have never criticized stacking, but I really dont see how a group of passionate developers agreed to allow for such abuse of terrain, enemy AI and exploits.

If anything, I do agree with a leveling system, that would be extremely cool. I would also add to make it so that the more mobs you kill in a dungeon, the more loot (rare loot chance?) you get at the end. Also, some optional boss fights for the other non-popular dungeons with a real incentive to explore the whole thing.

I thought of something: what if there were no more dungeon tokens, instead mobs had a chance to drop a dungeon box that contained an armor or weapon piece, to which you can pick the stats you want? That would most definitely pick up interest in killing the mobs, which can reward a player with an exotic piece they can salvage for gold ^__^

You know what, I was thinking about this more the other day. I think perhaps the best evidence I can give to defend stacking as a legitimate technique, besides of course how buffs work in this game, is the cliffside fractal. For the chest seal there are two concentric rings of fire with a small area in the middle where the two rings don’t overlap. This location, beyond any reasonable doubt, was DESIGNED for stacking. The developers DESIGNED a small safe area so your party is essentially FORCED to stack if you don’t want to run through the fire with every hammer hit.

I agree with your interpretation, but there could be an alternative explanation:

The colossus is supposed to blow to quell the flames on the circles. He even actually does this some of the time. Perhaps it was intended not for players to stack, but for players to use this RNG-based mechanic to find a safe place to stand and fight, and also to allow the seal to be hit without standing in the red circles every so often.

[Suggestion] Dungeon Revisit

in Fractals, Dungeons & Raids

Posted by: Sublimatio.6981

Sublimatio.6981

Almost all dungeons are soloable already, except those with multiplayer mechanics such as coe laser traps or arah p1 tar tar binks.

yeah well if you use a guardian pure tank build perhaps

what did i just read

[Suggestion] Dungeon Revisit

in Fractals, Dungeons & Raids

Posted by: JefTheReaper.1075

JefTheReaper.1075

Hi OP:

I actually think the dungeons are quite easy. The real issue is how so far it has been left without a clear direction as to what the developers want players to do. Sure, they have never criticized stacking, but I really dont see how a group of passionate developers agreed to allow for such abuse of terrain, enemy AI and exploits.

If anything, I do agree with a leveling system, that would be extremely cool. I would also add to make it so that the more mobs you kill in a dungeon, the more loot (rare loot chance?) you get at the end. Also, some optional boss fights for the other non-popular dungeons with a real incentive to explore the whole thing.

I thought of something: what if there were no more dungeon tokens, instead mobs had a chance to drop a dungeon box that contained an armor or weapon piece, to which you can pick the stats you want? That would most definitely pick up interest in killing the mobs, which can reward a player with an exotic piece they can salvage for gold ^__^

You basically describe what I meant, tough I did not think about just removing the whole token thing and adding the armor and weapons to the dungeon loot, it would be better, tough only if it was added to the final chest (well personally I would not mind having the armor and weapons drop at any given point at random, but I’m just guessing that this armor has a “rare” feeling about it, so just giving it away as random mob loot would be a tad to good to be true)

tough then it should also become part of items that can be sold and bought on trading post (no real problem there if you ask me, most stuff I put my eyes on even now costs about 500 gold, that’s not quite the amount you just easily gather together in a few days)

I just feel the dungeons need to be able to be easier for less experienced players, and higher for experienced players, along with the reward scaling with it, its beneficial to any type of player ether way.