"Zerg Run Vs. Full Clear" can we have both
Sounds good – I like it
Dungeons are already like the rest of guild wars 2: killing trash mobs is as worthless in open world as it is in dungeons.
I agree that Killing mobs in open world or dungeons for drops is worthless…..but that is another issue all together….that has a lot to do with how magic find is currently in this game.
But the idea I had was to make it so that people could play dungeons how they wont, and in the process get equal rewards out of it for their time and effort.
I agree that Killing mobs in open world or dungeons for drops is worthless…..but that is another issue all together….that has a lot to do with how magic find is currently in this game.
No it doesn’t actually. MF% over a certain threshold suffers DR worse than repeated killing of the same mobs does. The problem is that ‘trash mobs’ exist in the first place and that everything including some bosses are regarded as trash. IE: vanilla AI, giving no context to the story, and only offering a time sink or gimmick to be beaten, versus a real challenge. The ‘Taser Inquest’ along with undead Snipers in Path3 for instance is a challenge to every class, you can’t just put up a reflect wall and then go AFK against them. (but they also hit & stun way too hard to be used as an example in other dungeons).
In GW1 we didn’t always have DPS checks, sometimes we had Coordination checks where a Mob group wouldn’t die until all aspects of it were countered. Its meteor spamming mages locked down by Ints, it rangers/necro’s countered by condition removal, and its monks getting stunned & pressured by your melee. And if your team relied on some Nukers then you had to do something about their “Bot” Mesmers. It wasn’t a holy trinity then either b/c the only purpose of tanking was to ball everything up which was yet another design flaw they never actually fixed going into this game either. I’m not sure how they went from that, to even worse AI in this game… but it is what it is.
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+1 to the OP’s idea of giving the biggest bonus to groups that “VANQUISH” a dungeon.
(edited by ilr.9675)
Vanquishing would be nice to have available, as long as the crappy AI pathing and glitching doesn’t screw it up. There would have to be some sort of mechanic to make sure any jacked up enemies get popped back into the open unless they’re meant to be hidden. A “X of Y enemies killed” counter in the event status would be nice too.
Of course Anet won’t do any of this so who cares
We have basically two types of dungeon runs: Zerg Run and Full Clear. The Full clear is the least liked becasue of the “rick vs. reward vs. time” that everyone has talk so much about; there is just no reason to do them. The following is an idea to try and improve on dungeons to make them more like the rest of GW2 play how you wont style, and for both types to receive rewards for the time put into it.
The main thing is that they need to give out a reward for those that choose to clear the dungeon, killing everything and doing any events. the types of reward should be of course dungeon tokens, karma vials, gold…just like you get from finishing the paths now. Make the full clear of a dungeon an extra event so you have a way to track your progress of things you have to kill and/or do. Also as an extra event you have to start and so it would not linked to the normal path runs that we have now. This way both styles of play can exist together. The amount of rewards given can easily be change on a per dungeon basis, and should be as to reflect the amount of reasonable time you have to put into fully clear that dungeon. as we all know not all dungeons or not the same.
Another thing would be how the event is kicked off. Before the event would start someone would have to talk to a non-player character somewhere at the start of the dungeon, one with a sun like symbol above their head (like the ones that usually start events.) The event when then be voted on by the party before it would start, this way it would prevent a lot of problems before they start.In closing please leave a comment if you like this idea, so we can show Anet that we really care about this game and wont to improve on it.
- this gets implemented
-decide to go to gw2lfg
-see this plastered everywhere
$$$$$$$$$$$$CoF P1 —-—-FULL CLEAR——- WARRIORS AND MES ONLY FULL ZERKER NO N00BZ PING ALL ZERKER GEAR$$$$$$$$
nothing changes except for now all dungeons runs take a little longer and reward a little more. And if they do change CoF rewards then instead of CoF p1 it will be TA p1 or w/e.
o.O which dungeons are full clears currently?
nothing changes except for now all dungeons runs take a little longer and reward a little more. And if they do change CoF rewards then instead of CoF p1 it will be TA p1 or w/e.
Your not getting the point of the idea ……its not to remove either kind of play style, just to add a little reward for those that like to take their time with content, and not just speed run past it.
And if we would get into numbers for the rewards I’m sure that “Zerg Runs” stay just like they or, because it is all about time….not stopping to kill thing or do dungeon events that might be add.
Then from what your saying “Zepidel.5349”, that no idea would ever change dungeons.
They need to just make the AI for dungeon never Break off and stay hunting down the Players regardless of how for you run …………you can call this buff “Blood Lust”……….this way they can force use all to farm like they wont………and not just play how you wont.
(edited by edrickdebane.9134)