First off, if I don’t quote a specific part of the blogpost that means that I totally agree with you and that I am actually happy with your changes. However, there are some points where I certainly went “No. No no no. Stop. Right. There.” And therefore I felt like it was necessary to open up this topic considering my (and maybe others) concerns.
Don’t go through with your changes outlined in the blogpost, please! FotM players spent the last few years asking for better fractals and they even gave you a bunch of ideas which came from brainstorming all over the place. Please don’t ignore all those players! Give us a high end dungeon which is actually challenging!
For examples I’ll stick to one fractal (Snowblind, that’s the one with the Ice elemental and the Svanir boss fyi) for now, that makes it easier to keep this post trimmed down and easier to read.
First off, specifically citing this part:
To start with, we’re raising the maximum fractal scale from 50 to 100. In addition, after scale 50, the difficulty curve will change to adjust not only the health and outgoing damage of creatures but also other stats like precision and toughness. The combination of these changes will increase the viability of different builds and give players more to think about when attempting to overcome a particular scale.
Adding toughness and precision does nothing to change the difficulty. It just adds a higher chance to wipe at certain chokepoints were you have to deal with lots of mobs at once. One example if the bonfire part of the snowblind fractal:
At lower levels the mobs are easy enough to kill them when they rush in to kill the players lighting the bonfire. This part is usually done by a group because it’s easier to deal with them.
On higher levels however that strategy changes: Since the mobs scale so high with vitality, power and sheer spawn number it is usually impossible to kill the mobs without dying and wiping as a group except if you’re a really well trained group. Most of the time this part is done by a single player like a thief or a Mesmer which has ways to light the bonfire and then jump out of the action (stealth, blinks etc) while the others wait.
Adding toughness and precision will not change this. It will even enforce the current way this part is played.
A more challenging way would be to add different mobs to the spawn, in example frost shamans – Those could cast an AoE, similar to the guardians ring of warding around players with aggro (In style of an ice wall to keep it thematically fit) which can be destroyed by teammates. Suddenly running around the bonfire is just possible for so long as a solo player. Instead a group would have to coordinate this part of the fractal to ensure success. It would add another form of challenge which is not only “can I survive the damage times X”…
