Youtube Channel – http://www.youtube.com/t3llularman
What happened with phase 2 of dungeons?
Youtube Channel – http://www.youtube.com/t3llularman
Ok colin, thanks, … but in january, you told us that fractal and precursor quest will be “soonly”
Now we are in june, and you told us again “soonly” …. worst, now you say “end of the year” …
You can’t imagine how is our disappointment when we see every month some temporary content, again and again, instead of what you promise at the beginning of the year …
Actually they have been quite clear with the fact that they are LOOKING at precursor quests but not actively working on creating one, they have also said quite a few times that new Fractals is coming but it will take time and is not something actively worked on at this (that?) time.
Krall Peterson – Warrior
Piken Square
What dungeons are really missing is the actual incentive to play them. There are no unique drops from dungeon bosses specific only to them, like for example Voltaic Spear or Frog Scepter in GW1. These gave players a huge motivation to farm and play the dungeons again.
We’ve seen some of that unique rewards with LS dungeons, hopefully the original ones will be redesigned in the same way.
So you would prefer RNG cosmetic items to being able to save dungeon tokens in order to get a set of armor with a unique look or specific stats that you want?
No, I think he means that he’d also like that there are unique weapons that drop only from a specific dungeon that are sellable, on top of the tokens. It worked really well in GW1, and I support the idea as well.
It’s nice to see that we’re finally getting some good feedback though. Thanks for the post Colin, and I had seen the hints you dropped in other forums as well, although it took me some between-the-line reading to get the message. It’s nice that someone finally decided it would be a good idea to put a clear message out for us, because a lot of people have become jaded by the silence and the lack of action.
I don’t mind it as much if you would have said a couple of months ago “well guys, we’re busy, but we’re working on a lot of stuff. Give us a couple of months.” I know you don’t like setting deadlines, but seeing how you guys are so amazing at wording things vaguely, I’m pretty sure you would’ve figured out a way to tell us that diplomatically instead of just ignoring us to death. Which really feels like adding insult to injury.
Thanks for the post and the update nonetheless. Be careful though, you got our hopes up, and our pitchforks might be stored away for now, but they’re still sharp
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
No, I think he means that he’d also like that there are unique weapons that drop only from a specific dungeon that are sellable, on top of the tokens. It worked really well in GW1, and I support the idea as well.
Fractal skins were a good idea. So were dungeon recipes. I don’t think that adding more RNG to Guild Wars 2 is going to make it any better off, there’s enough of it already.
Youtube Channel – http://www.youtube.com/t3llularman
No, I think he means that he’d also like that there are unique weapons that drop only from a specific dungeon that are sellable, on top of the tokens. It worked really well in GW1, and I support the idea as well.
Fractal skins were a good idea. So were dungeon recipes. I don’t think that adding more RNG to Guild Wars 2 is going to make it any better off, there’s enough of it already.
Well, did you play GW1? Because like I said, it was a system that worked really well. It revolved a lot around supply and demand, with the mediocre skins that dropped from mostly easy dungeons becoming really cheap and the awesome skins that only dropped from the harder dungeons being worth quite a bit. That way people actually went out of their way to do the harder dungeons, and it fostered a really big PUG scene where PUGs actually bothered learning new stuff. Yes, you could get carried and yes there were sh*tters, but it’s still better than what we have now: people only running the easiest stuff, that happens to be the most rewarding as well.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
well dungeon lovers will probably have to live with one good dungeon at a time. The new one looks awesome and like a nightmare for pugs, It’s mentioned that it’s a bit harder than the Molten Factory which is great. Yeah, it will be removed, so experience it while it lasts until it returns later as part of a fractal. The temporary condition doesn’t make it less awesome.
Well, did you play GW1? Because like I said, it was a system that worked really well. It revolved a lot around supply and demand, with the mediocre skins that dropped from mostly easy dungeons becoming really cheap and the awesome skins that only dropped from the harder dungeons being worth quite a bit. That way people actually went out of their way to do the harder dungeons, and it fostered a really big PUG scene where PUGs actually bothered learning new stuff. Yes, you could get carried and yes there were sh*tters, but it’s still better than what we have now: people only running the easiest stuff, that happens to be the most rewarding as well.
I didn’t play Guild Wars 1. And I’m starting to wonder if Anet played it, because I’ve heard that it was quite different compared to Guild Wars 2.
Youtube Channel – http://www.youtube.com/t3llularman
I didn’t play Guild Wars 1. And I’m starting to wonder if Anet played it, because I’ve heard that it was quite different compared to Guild Wars 2.
There are only 3 people on the current Anet team that worked on GW1. All the others left for other companies or flat out quit.
So, yeah, that explains a lot…
Not saying GW2 is a bad game. The problem is that it has a lot of potential that’s not being put to good use, especially since they only have to look at the predecessor for things that worked back then and compare it to things that don’t work in GW2 and implement them…
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
I didn’t play Guild Wars 1. And I’m starting to wonder if Anet played it, because I’ve heard that it was quite different compared to Guild Wars 2.
There are only 3 people on the current Anet team that worked on GW1. All the others left for other companies or flat out quit.
So, yeah, that explains a lot…
Not saying GW2 is a bad game. The problem is that it has a lot of potential that’s not being put to good use, especially since they only have to look at the predecessor for things that worked back then and compare it to things that don’t work in GW2 and implement them…
Only 3 people? God save us all.
Youtube Channel – http://www.youtube.com/t3llularman
Thanks for at least posting Colin, sorry you’re getting roasted but it’s only because we enjoy playing GW2 and see the potential of how good it could be.
I know I speak for a lot of other people when I say we would rather not have to wait for living story aspects of dungeon revamps to get dungeons that address our concerns- primarily being that they’re not rewarding enough and that there are lot of unaddressed bugs and glitches. I don’t think we need a living story update to have a dungeon bugfix patch.
Thanks for at least posting Colin, sorry you’re getting roasted but it’s only because we enjoy playing GW2 and see the potential of how good it could be.
I know I speak for a lot of other people when I say we would rather not have to wait for living story aspects of dungeon revamps to get dungeons that address our concerns- primarily being that they’re not rewarding enough and that there are lot of unaddressed bugs and glitches. I don’t think we need a living story update to have a dungeon bugfix patch.
No, I think they’re going to revamp the dungeons in a way that it makes sense and tie it in with living story. That way they keep both audiences happy.
Like it didn’t really make a lot of sense that AC just magically changed. For example, the molten alliance might regroup at the Cathedral of Flames, and that way they can make a big change to the dungeon, and it would actually make sense story-wise. (not saying this would happen, but to give an example).
They’re just going to tie in changes to dungeons with living story to make a more immersive game.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
There are only 3 people on the current Anet team that worked on GW1. All the others left for other companies or flat out quit.
Really?
Were did you get that number?
I am rather sure that quite a few of the blog-posters worked on GW1 as well, and there are quite a bit more than 3 of them.
Krall Peterson – Warrior
Piken Square
good news.. but dont take too much time.. with the story stuff… the more time we spend with no rewards in game.. the more and more people drop and drop the game.. ,its very nice to see finally some answer.. to months and months of anger gw2 community..
but again its just words.. we will have to see it for real… give a proper drop.. for dungeons …. we want to go something else than cof.. and be rewarded for it… class balance.. and a reason to play world vs world.. … everybody knows this is the most important stuff we need in game…. so every temporary festival and minidungeon versions we get removed after 1 month.. people get more and more frustrated..
to this moment.. i dont see much work on people suggestions… or anything at all… that should be the priority of every game…
we’ve seen folks feedback and are adjusting that strategy to include a much larger mix of permanent updates going forward.
Dungeons will be part of this strategy, living world teams will be doing work on our permanent dungeons rather than them being ignored,
This is the best news I heard since launch.
Polish > Hype.
And while I might have your ear:
Bring back the Molten Dungeon and keep the new Aether-thingy!
Just make the kitten things part of the Fractal rotation and let the Asura in there make up some technobabble so it fits.
(edited by HawkMeister.4758)
Vote 4 UW, FoW and DoA remake in gw2.
Then i’ll never ask for more dungeons ever again.
Correct! I think some of you are making assumptions that living world means the stuff we’ve done the last few months and that’s all you’re going to see. My point is saying we’ve seen folks feedback and are adjusting that strategy to include a much larger mix of permanent updates going forward.
I look forward to seeing it. So far we’ve seen very little permanent content at all through the Living World and have been given no details about what’s coming. Show us what you’re doing and tell us the plans or you can’t be surprised that people are making, possibly incorrect, assumptions.
Dungeons will be part of this strategy, living world teams will be doing work on our permanent dungeons rather than them being ignored, the types of things you’re asking for will be rolled into living world updates to give a reason for them happening in the world. It simply means we’re going to be doing more of exactly what you’re asking for here in this thread, but under the context of a story of why it happens in the world, rather than just magically have it appear (as happened with AC).
Hope that helps a bit, I’m actually agreeing with a lot you, apparently that wasn’t clear enough!
Doesn’t that just mean that the whole process will be delayed until the Living World rolls around to it? I don’t see how or why the Living World has to interface with the existing dungeons at all: I don’t think you’ll get many people complaining if they are updated as if by magic because they’re part of another story/content that’s outside of the “story” altogether.
Edited to add: We also plan to do a lot of reward work across the board, including on our dungeons, but we’ll go into more specific detail on that in July as a comprehensive summary.
Again, this is brilliant new but I hope you give us a good amount of actual details in July about what you’re doing and when: we need to start seeing what it is you’re planning on doing rather than being told that you’re going to be doing something soon.
He said they’re gonna update the dungeons through the living story. As in giving a meaning to the changes.
Correct! I think some of you are making assumptions that living world means the stuff we’ve done the last few months and that’s all you’re going to see. My point is saying we’ve seen folks feedback and are adjusting that strategy to include a much larger mix of permanent updates going forward.
Dungeons will be part of this strategy, living world teams will be doing work on our permanent dungeons rather than them being ignored, the types of things you’re asking for will be rolled into living world updates to give a reason for them happening in the world. It simply means we’re going to be doing more of exactly what you’re asking for here in this thread, but under the context of a story of why it happens in the world, rather than just magically have it appear (as happened with AC).
Hope that helps a bit, I’m actually agreeing with a lot you, apparently that wasn’t clear enough!
Edited to add: We also plan to do a lot of reward work across the board, including on our dungeons, but we’ll go into more specific detail on that in July as a comprehensive summary.
So you are going to make fixes that should have been done months ago and try to pass it off as NEW content through the living world?
Doesn’t that just mean that the whole process will be delayed until the Living World rolls around to it? I don’t see how or why the Living World has to interface with the existing dungeons at all: I don’t think you’ll get many people complaining if they are updated as if by magic because they’re part of another story/content that’s outside of the “story” altogether.
Yeah I mean for me personally I give zero kittens if the changes to dungeons have in game explanations or not. Immersion is pointless in an MMO, I know I’m playing a video game. Hell, trait changes come from the sky and no one complains about that. So do updates to the gem store, and bugfixes to events and personal story.
If Colin and team are all of a sudden worried about immersion in the game, how about making it so that NPCs recognize me as Warmaster of the Vigil and Slayer of Zhaitan?
Just fix the dungeons, make the dungeons better, and make the rewards better, preferably in that order. Who cares “why” it happens?
Well, did you play GW1? Because like I said, it was a system that worked really well. It revolved a lot around supply and demand, with the mediocre skins that dropped from mostly easy dungeons becoming really cheap and the awesome skins that only dropped from the harder dungeons being worth quite a bit. That way people actually went out of their way to do the harder dungeons, and it fostered a really big PUG scene where PUGs actually bothered learning new stuff. Yes, you could get carried and yes there were sh*tters, but it’s still better than what we have now: people only running the easiest stuff, that happens to be the most rewarding as well.
Yet some of the most desired skins were those with tokens attributed to them (Tormented, Oppressors). Tormented was in high demand even before the Hall of Monuments hit and Oppressor weapons were linked to the living story.
Furthermore, the desirable non-HoM skins were farmed by PuGs who very much resembled your standard CoF Path One farmers. Underworld Speed Clears looking for a chance at Dhuum’s Soul Reaper might have been motivated by a chance at the weapons and miniatures unique to the encounter but they still aimed for very low times, still manipulated exploits of a poorly designed dungeon and they still required set classes and builds. That’s without getting into the clustered horror of the SoO runners. Full Assassin parties who did NOTHING but farm that dungeon.
The dungeons that required the longest time investment from a PuG (Urgoz’s Warren and The Deep) only really saw life on the days where the Zaishen Bounty rolled around to Urgoz or Kanaxai. Some of the skins associated with them were incredibly valuable but the time-investment and co-ordination needed meant that people simply didn’t bother as much.
Yet some of the most desired skins were those with tokens attributed to them (Tormented, Oppressors). Tormented was in high demand even before the Hall of Monuments hit and Oppressor weapons were linked to the living story.
Tormented weapons after EotN came out and DoA became farmeable were worth 30-50e at most. Oppressors weapons were worth only like 80k. Not to mention: those items were sellable.
Whereas, BDSes and Froggies were worth a couple 100e with the right stats (q9 prot BDS was 350-400e still at the end of GW1).
Furthermore, the desirable non-HoM skins were farmed by PuGs who very much resembled your standard CoF Path One farmers. Underworld Speed Clears looking for a chance at Dhuum’s Soul Reaper might have been motivated by a chance at the weapons and miniatures unique to the encounter but they still aimed for very low times, still manipulated exploits of a poorly designed dungeon and they still required set classes and builds. That’s without getting into the clustered horror of the SoO runners. Full Assassin parties who did NOTHING but farm that dungeon.
PUG UW was riskier than crossing an interstate blindfolded. Your chances of failure were so high I don’t even know why people did it. Yet, people still did it, and people became better because of it. At least UW was challenging. Comparing UW post-dhuum to CoF is quite farfetched.
I never did SoOSC much, and I know what it came down to, but at least there was PUG incentive to do other stuff. Every aspect of GW’s endgame was somewhat populated (bar Deep and Urgoz after 2010), because of it. At least people went out of their way to do it, rather than stick to the easiest thing, because usually, the easiest thing wasn’t the most rewarding.
The dungeons that required the longest time investment from a PuG (Urgoz’s Warren and The Deep) only really saw life on the days where the Zaishen Bounty rolled around to Urgoz or Kanaxai. Some of the skins associated with them were incredibly valuable but the time-investment and co-ordination needed meant that people simply didn’t bother as much.
I didn’t PUG Deep or Urgoz after 2007, and back then times were anywhere from 1h to 2h, back when the things it dropped were actually worth something.
The reason PUGs didn’t do Deep or Urgoz much was because Zodiac Weapons came with an inscription, making them virtually worthless, and Jade and Amber was barely worth anything due to MQSC and MTSC.
Not to mention, I’m pretty sure DoA in a PUG would take more time than Deep or Urgoz, the thing that would take the longest for a PUG would be to fill a team rather than do the run.
The system still worked a hell of a lot better than it does in GW2. For several reasons. In UW, FoW, Deep and Urgoz, trash mobs were actually worth killing, because they had decent chances to drop rares and collectibles that were worth your time.
The dungeons in EotN worked because the skins at the end were desirable.
DoA worked because it was a guaranteed payout, whereas UW or FoW could net you pretty decent money, or could net you almost nothing.
The more challenging things in GW1 were the most rewarding, or had the chance of being really rewarding through RNG. And no one even complained about the RNG. It was just part of the deal. You had a guaranteed couple of drops and then you had the RNG that might favor you and give you some pretty nice cash.
Add unique, tradeable dungeon skins to GW2 and you’ll see a bigger incentive towards other dungeons.
P.S.: that thing about mini dhuum had me thinking: add mini Lupicus to the lupicus boss chest. That would be pretty sweet..
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
Correct! I think some of you are making assumptions that living world means the stuff we’ve done the last few months and that’s all you’re going to see.
I’m going to go out on a limb here, but that’s probably because that’s most of what we HAVE seen. I mean, it’s nice to talk about what’s going to happen and all, such as previous living story content making it into fractals or guild bounties, etc. It’s definitely nice to know where things are going and it’s nice to hear you and others talk about it instead of silence and assume nothing’s going to happen. However, until anything actually makes it into the game…it’s just that: Talk.
A lot of the assumptions and grumbling are because, well, we haven’t actually seen the results of that talk. We haven’t seen anything from previous content make it into game permanently yet, except referenced in other temporary content. We haven’t seen the game significantly grow, despite the large number and frequency of updates.
We want the game to actually grow and get bigger, not expand and contract as it has been (with all good intentions), and while other MMOs have a slower update speed…those updates usually stay around and add to the game and give more things to do in the long term. Unfortunately, in the eyes of a very large number of players…that’s a preferable method.
Temporary content in other MMOs have mostly been a prelude to the more tangible permanent chunks of content that was incoming. They’ve been prelude and lead-in events to a new expansion or major release. They really haven’t been known to be the actual content, so I think that’s jarring for many of the player-base.
If a piece or two of content from previous Living Stories actually showed up permanently, perhaps the grumbling will die down a bit. Hopefully that might be sooner rather than later.
Edited to add: We also plan to do a lot of reward work across the board, including on our dungeons, but we’ll go into more specific detail on that in July as a comprehensive summary.
Considering the amount of hype you’ve been doing for this July summary of stuff, I’m not sure anything you could put in there could satisfy. :P But again, we need actual results, not just more talk of what you (the team) want to do. That’s what will get players more excited and less grumbly.
(edited by Vahkris.6847)
we’ve seen folks feedback and are adjusting that strategy to include a much larger mix of permanent updates going forward.
Dungeons will be part of this strategy, living world teams will be doing work on our permanent dungeons rather than them being ignored,
This is the best news I heard since launch.
This is also my favorite part, honestly I didn’t read all the thread (tried to but the amount of whining is too kitten high) but there’s a reason I like the living story and it’s temporary content.
This is the best way to test things. After all the content, dungeons and stories that they have given us with the living story they have a pretty solid amount of feedback. Just based on the forums (sadly too many complainers) they know everyone loved the F&F dungeon, hated the SSC and some mini-games, and also loved the way the current story is showed (Marjory cutscene).
Give them time folks, they’ve been providing us with updates through this months and I’m sure that we’ll get our revamped dungeons and rewards. Yes it seems that we’ve been ignored on the subject, but I prefer that they take their time to analyze the feedback and give us some quality work later.
Guerreros de la Ultima Alianza [GDUA]
#TeamKiel #TeamPrecipice
No, I think he means that he’d also like that there are unique weapons that drop only from a specific dungeon that are sellable, on top of the tokens. It worked really well in GW1, and I support the idea as well.
Fractal skins were a good idea. So were dungeon recipes. I don’t think that adding more RNG to Guild Wars 2 is going to make it any better off, there’s enough of it already.
Well, did you play GW1? Because like I said, it was a system that worked really well. It revolved a lot around supply and demand, with the mediocre skins that dropped from mostly easy dungeons becoming really cheap and the awesome skins that only dropped from the harder dungeons being worth quite a bit. That way people actually went out of their way to do the harder dungeons, and it fostered a really big PUG scene where PUGs actually bothered learning new stuff. Yes, you could get carried and yes there were sh*tters, but it’s still better than what we have now: people only running the easiest stuff, that happens to be the most rewarding as well.
Yes, less of the bind on pickup unsellable crap RNG mechanics. Make skins drop, make them sellable, put them in the dungeons, watch more people amazingly run the dungeons other than just the easiest/fastest for gold farming.
More AH transactions means more gold being taken out of the economy; which curbs inflation.
End up with happier players overall because not only just the ones blessed by the RNG can get skins; because they can buy them for a reasonable cost if inflation is kept down.
I actually vastly prefer account bound special skins like Fractal skins. It means that when someone sees it, they know that I did that dungeon and I got that reward. I didn’t just farm CoF 1 for a few days and buy it off of someone else who did. That means a lot to me. GW1 just didn’t have anything like that for me; you could buy essentially anything with enough ectos, and eventually it got to the point where I had so much money I couldn’t feasibly spend it all because there was nothing I actually wanted because nothing was prestigious. I think the equivalent of 3m plat is just wasting away on my GW1 account nowadays.
I don’t mind there being tradeable things for people to make money off of, and I actually actively think it’s a good idea. However, I hope that ANet remembers to also have some account bound really special gear for people who are willing to put in the effort so they can show it off.
There were achievement/badge based costume pieces available in City of Heroes and those did not bother me one bit actually; they gave a good reason to do the associated content PLUS they were guaranteed if you completed the content so that you were not forced into a burnout cycle of hammering that Skinner Box RNG to get the reward so much that you grew to detest said content/reward and actively dreaded ever repeating the experience on an alt.
Doesn’t that just mean that the whole process will be delayed until the Living World rolls around to it? I don’t see how or why the Living World has to interface with the existing dungeons at all: I don’t think you’ll get many people complaining if they are updated as if by magic because they’re part of another story/content that’s outside of the “story” altogether.
Yeah I mean for me personally I give zero kittens if the changes to dungeons have in game explanations or not. Immersion is pointless in an MMO, I know I’m playing a video game. Hell, trait changes come from the sky and no one complains about that. So do updates to the gem store, and bugfixes to events and personal story.
If Colin and team are all of a sudden worried about immersion in the game, how about making it so that NPCs recognize me as Warmaster of the Vigil and Slayer of Zhaitan?
Just fix the dungeons, make the dungeons better, and make the rewards better, preferably in that order. Who cares “why” it happens?
marketing
existing players are put on hold as they develop a new update (and accompanying promotional material across a wide range of online publications and blogs) to draw in new people and new sales and people who had left the game previously. naturally, with these new arrivals there needs to be a new showcase item in the gemstore (limited time only!!! get it now or you’ll forever regret it!!) to show off.
that is why the content is so shallow and boring past the first 30 minutes. they are primarily manufacturing hype, not long term content.
also, don’t post reply about how we don’t pay a sub so we should just deal with it. i’m not buying it.
I actually vastly prefer account bound special skins like Fractal skins. It means that when someone sees it, they know that I did that dungeon and I got that reward. I didn’t just farm CoF 1 for a few days and buy it off of someone else who did. That means a lot to me. GW1 just didn’t have anything like that for me; you could buy essentially anything with enough ectos, and eventually it got to the point where I had so much money I couldn’t feasibly spend it all because there was nothing I actually wanted because nothing was prestigious. I think the equivalent of 3m plat is just wasting away on my GW1 account nowadays.
I don’t mind there being tradeable things for people to make money off of, and I actually actively think it’s a good idea. However, I hope that ANet remembers to also have some account bound really special gear for people who are willing to put in the effort so they can show it off.
I don’t mind some account bound stuff either. But the way it is right now, the only way you can get certain wanted skins is through the Mystic Forge or random RNG that is preposterously low that is applied everywhere.
And like how in Fractals the exotics you get are accountbound is pretty stupid as well. What did they think that would achieve? Except for 99% of them getting salvaged as soon as they drop…
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
if a path takes more than 20mins, its a bad design and needs to be removed.
I thought the whole idea with the perm dungeons was to show the history of things that happened after DE split up, not based on current events, and the explorables are based off of the storymode.
I can imagine the lore writer(s) doing backflips trying to make there be a logical reason for doing dev changes to converge on living story, when you could so easily just roll out the changes on a time-table like it was mentioned at the start of the year.
living world teams will be doing work on our permanent dungeons
Alright, just as long as this is the focus. You guys already know most of us Gw1 Vets are patient as long as you give us reasons to remain patient. Take your time if you have to, whatever it takes to get it right …
But please. … Please don’t be making unnecessary changes to content that already works fine. Especially stuff that just pads out or makes a more circuitous exercise of content that was already working fine. COF is an example of something that’s NOT WORKING “right” … You’ve got all these speedclear n00bs telling every other class to GT*O and don’t play with them unless they’re running 1 single abusive build. Go ahead and change that in a hurry. But DON’T, please please don’t change the ones that are working right now… like Honor of Waves, or P1/P3 of SE, or low level Fractals, or Most of the paths in Arah (like you just did in Today’s patch… WHY exactly????).
Any changes to these dungeons with already horrible Reward vs. Time inputs should only be to make the longer paths Shorter. Not make the “shortest” paths as long as the already over-long Jotun Arah path. Please… I’m begging you. All that does is make people NOT want to run those paths, it won’t matter what rewards you put in. Pugs can’t handle more than about 75 minutes of failing Content before they quit for good. This has been well documented throughout the gaming industry. Please please acknowledge it. :\
(edited by ilr.9675)
if a path takes more than 20mins, its a bad design and needs to be removed.
This is exactly why this ridiculous meta needs to be fixed, the idea that no dungeon should take any real time investment.
When the original Guild Wars was out, before we got overpowered PvE skills and consumables, the good endgame content like FoW took time, you expected on average to spend around 2 hours to complete it. When it was all said and done though and that chest appeared at the forge there was a sense of accomplishment, even if you didn’t get a req9 Chaos Axe (bring that skin back btw). Faster content is nice too, but we need things like UW, FoW, and DoA back in the game, massive areas that give us a sense of real accomplishment when they’re completed, not a “okay what are we doing next tonight?”
Knights of ARES, Dragonbrand
Good times, good memories
Fractal skins were a good idea. So were dungeon recipes. I don’t think that adding more RNG to Guild Wars 2 is going to make it any better off, there’s enough of it already.
But they made the mistake making fractal weapons account bound. Think how fast of a fix it would be to make them bind on equip and allow them to be sold on the tp. Suddenly it would be rewarding to get that fractal weapon you didn’t want because you can now sell it. Why is it that legionaries can be sold, but fractal weapons can’t?
I like how fractal weapons are account bound, they have a certain prestige to them, making them sell-able would destroy that, I think however, that we need a fractal weapon formula, it was suggested before, maybe something like, 4 fractal weapons= 1 fractal ingot, 1 fractal ingot + 250 fractal relics + 20 pristine fractal reli + gift of ascension = 1 fractal weapon ticket, and you can buy any fractal weapon you want with that ticket.
anet should either nerf the hard dungeons, like arah and the dredge fractal, or increasing their reward, making the chest at the dredge fractal has a 100% chance of dropping a core and a 25% chance of a lodestone at 30+ fractal, making hard dungeons worth it
Is currently emotionally unstable because Breaking Bad is over