dungeon full wipes, entrance fees
because of the QQ
Hmm. let me think….no.
This could be a good idea for a ’’hard’’ mode dungeon, making the runs much more lucrative (2-3 times) as much in comparsion to a normal run.
Hard mode would consist of the following.
-No Waypoints to res at if you die
-Trash mob damage is increased, but HP is decreased
-Entrance fee (40-50s maybe?)
-A full wipe kicks you out of the dungeon and you’d lose your fees
-Boss animations would be sped up so that you’ll need to act faster (25-30% speedup or something along those lines)
This way you’ll get the lucrative and difficult dungeons while keeping the normal ones, allowing players to choose which type of run they’d do.
Excuse me for my broken english, i’m not fully awake yet.
Boon Dispenser. Lv80 Guardian 15/25/0/20/10 Boom Dispenser – Lv80 Engineer 30/30/0/10/0
Chuck Thunderstruck – Lv 80 Ele 30/10/10/10/10
Only the elite dungeon areas of GW1 booted you with a wipe (UW, FoW, DoA, Urgoz, Deep). Even hard mode dungeons you only got booted if the death penalty got maxed. Plus there were res shrines at various points which served the same purpose as waypoints do now in regards to where you restarted after a wipe.
Knights of ARES, Dragonbrand
Good times, good memories
Only if they add elite dungeons. Hard mode on the existing dungeons should not have an entrance fee or an auto kick.
hard enough to make them cry, not just rivers but oceans."
Hmm. let me think….no.
why?
hard enough to make them cry, not just rivers but oceans."
I think the OP confused Dungeons with U.W. / FoW. / Urgoz / etc…
I think the OP confused Dungeons with U.W. / FoW. / Urgoz / etc…
Yeah
hard enough to make them cry, not just rivers but oceans."
how about a going out of business sign instead.
This game caters the casual, which is the vast majority of the game population. Making the current dungeons like that will make dungeons pretty much inaccessible for them.
Elite dungeons and Hardmode could include such features but only a small group of players will ever touch that content. From a business point of view, it ain’t a good investment.
This could be a good idea for a ’’hard’’ mode dungeon, making the runs much more lucrative (2-3 times) as much in comparsion to a normal run.
Hard mode would consist of the following.
-No Waypoints to res at if you die
-Trash mob damage is increased, but HP is decreased
-Entrance fee (40-50s maybe?)
-A full wipe kicks you out of the dungeon and you’d lose your fees
-Boss animations would be sped up so that you’ll need to act faster (25-30% speedup or something along those lines)This way you’ll get the lucrative and difficult dungeons while keeping the normal ones, allowing players to choose which type of run they’d do.
Excuse me for my broken english, i’m not fully awake yet.
In a way this sounds a lot like the Queen’s Gauntlet (RIP) and we know how well that turned out in the end.
This could be a good idea for a ’’hard’’ mode dungeon, making the runs much more lucrative (2-3 times) as much in comparsion to a normal run.
Hard mode would consist of the following.
-No Waypoints to res at if you die
-Trash mob damage is increased, but HP is decreased
-Entrance fee (40-50s maybe?)
-A full wipe kicks you out of the dungeon and you’d lose your fees
-Boss animations would be sped up so that you’ll need to act faster (25-30% speedup or something along those lines)This way you’ll get the lucrative and difficult dungeons while keeping the normal ones, allowing players to choose which type of run they’d do.
Excuse me for my broken english, i’m not fully awake yet.
In a way this sounds a lot like the Queen’s Gauntlet (RIP) and we know how well that turned out in the end.
Well if they bother to make it less stupidly easy for specific builds then it would pay out to good players instead of gimmicks.
Now you’re just rehashing the Magni the Bison fight also…
If it’s 1v1 … there’s always going to be 1 class that leaves all the others in the dust on it.
…nomatter how it was intended to be won
Now you’re just rehashing the Magni the Bison fight also…
If it’s 1v1 … there’s always going to be 1 class that leaves all the others in the dust on it.
…nomatter how it was intended to be won
Gauntlet could’ve been more like an actual gauntlet like the Bison Tournament though where you have to beat a series of opponents in a row to win. Each of the opponents could then have mechanic to hate on each profession with some having high armor to deter warrior rushing and others with heavy condi removal and others with revealed debuff application and multi-shot unblockable bouncing projectiles to bypass blinds/reflects/anti projectiles/hate on destroy minions and clones
“GW2’s PvE is almost as bad as the PvP.”
Or just make them not blind spammable/stunlock->full burstable?… Would be a decent start. (aw crap, they’ll just be lazy and use defiant)
Or just make them not blind spammable/stunlock->full burstable?… Would be a decent start. (aw crap, they’ll just be lazy and use defiant)
Defiant means guardian wins though :c
“GW2’s PvE is almost as bad as the PvP.”
Only the elite dungeon areas of GW1 booted you with a wipe (UW, FoW, DoA, Urgoz, Deep). Even hard mode dungeons you only got booted if the death penalty got maxed. Plus there were res shrines at various points which served the same purpose as waypoints do now in regards to where you restarted after a wipe.
ye anet went kitten with eotn no question about that
This could be a good idea for a ’’hard’’ mode dungeon, making the runs much more lucrative (2-3 times) as much in comparsion to a normal run.
Hard mode would consist of the following.
-No Waypoints to res at if you die
-Trash mob damage is increased, but HP is decreased
-Entrance fee (40-50s maybe?)
-A full wipe kicks you out of the dungeon and you’d lose your fees
-Boss animations would be sped up so that you’ll need to act faster (25-30% speedup or something along those lines)This way you’ll get the lucrative and difficult dungeons while keeping the normal ones, allowing players to choose which type of run they’d do.
Excuse me for my broken english, i’m not fully awake yet.
In a way this sounds a lot like the Queen’s Gauntlet (RIP) and we know how well that turned out in the end.
Well if they bother to make it less stupidly easy for specific builds then it would pay out to good players instead of gimmicks.
So… specific builds = gimmicks? And those who use said gimmicks are therefore bad players?
This could be a good idea for a ’’hard’’ mode dungeon, making the runs much more lucrative (2-3 times) as much in comparsion to a normal run.
Hard mode would consist of the following.
-No Waypoints to res at if you die
-Trash mob damage is increased, but HP is decreased
-Entrance fee (40-50s maybe?)
-A full wipe kicks you out of the dungeon and you’d lose your fees
-Boss animations would be sped up so that you’ll need to act faster (25-30% speedup or something along those lines)This way you’ll get the lucrative and difficult dungeons while keeping the normal ones, allowing players to choose which type of run they’d do.
Excuse me for my broken english, i’m not fully awake yet.
In a way this sounds a lot like the Queen’s Gauntlet (RIP) and we know how well that turned out in the end.
Well if they bother to make it less stupidly easy for specific builds then it would pay out to good players instead of gimmicks.
So… specific builds = gimmicks? And those who use said gimmicks are therefore bad players?
Pressing 5, 1, 1, 1, 1, 1, 1, 5, 1, 1, 1, 1, 1, 1 on my thief is hard?
This could be a good idea for a ’’hard’’ mode dungeon, making the runs much more lucrative (2-3 times) as much in comparsion to a normal run.
Hard mode would consist of the following.
-No Waypoints to res at if you die
-Trash mob damage is increased, but HP is decreased
-Entrance fee (40-50s maybe?)
-A full wipe kicks you out of the dungeon and you’d lose your fees
-Boss animations would be sped up so that you’ll need to act faster (25-30% speedup or something along those lines)This way you’ll get the lucrative and difficult dungeons while keeping the normal ones, allowing players to choose which type of run they’d do.
Excuse me for my broken english, i’m not fully awake yet.
In a way this sounds a lot like the Queen’s Gauntlet (RIP) and we know how well that turned out in the end.
Well if they bother to make it less stupidly easy for specific builds then it would pay out to good players instead of gimmicks.
So… specific builds = gimmicks? And those who use said gimmicks are therefore bad players?
Pressing 5, 1, 1, 1, 1, 1, 1, 5, 1, 1, 1, 1, 1, 1 on my thief is hard?
I’m not sure if that’s a gimmick :\
EDIT: Nvm. I realized you were referring to the Deadeye farm. Yea, that was pretty dumb. I kind of just took your statement out of context.
This game caters the casual, which is the vast majority of the game population.
Being a casual gamer, I have to disagree with you. I’ve been in way too many PuGs where it takes hours (sometimes on one boss) because you simply can’t explain to the morons that this game is not like WoW or Rift or any other Tank ‘n Spank game and the mechanics must be obeyed. Inside dungeons, this is the least casual-friendly game I’ve played. Not to mention that specific builds are practically a must if you can power gear through it.
I’m not talking about end-game as I’ve developed a fear of it from my guild taking my brand new 80 into fractal level 5 or higher without letting it get gear for the more advanced difficulty.
This could be a good idea for a ’’hard’’ mode dungeon, making the runs much more lucrative (2-3 times) as much in comparsion to a normal run.
Hard mode would consist of the following.
-No Waypoints to res at if you die
-Trash mob damage is increased, but HP is decreased
-Entrance fee (40-50s maybe?)
-A full wipe kicks you out of the dungeon and you’d lose your fees
-Boss animations would be sped up so that you’ll need to act faster (25-30% speedup or something along those lines)This way you’ll get the lucrative and difficult dungeons while keeping the normal ones, allowing players to choose which type of run they’d do.
Excuse me for my broken english, i’m not fully awake yet.
That kind of dungeon will still be easy for easy dungeons.
The meta is stacking. There is no need for skill at all. Just stack, stack and stack and also dps the enemy down. There is no need for cool and thoughtful tactics.
A hard mode dungeon should consist of eliminating that exploit.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant