Hey people. As a mmorpg player i really love doing instances/dungeons with a small group and was really exited by the way gw2 advertised explorable dungeons, but yeah “reality hits you hard bro”. Well after anet mentioned that they would revamp the actual dungeons and did a pretty good job with the boos in AC (especially with ghost eater) I again got all pumped up and expected to see dungeons being revamped pretty fast well after all those months nothing happened and we don’t even seem to have more info about it.
So i decided to make this thread so people would post they primarily what they would like to see as changes to dungeon encounters or even the system as a whole.
So i’ll go first.
I would really enjoy the actual system to be explorable which would mean something exiting and surprising, and I will in a first time explain what i think could improve the exp mode experience.
First of all the I would redesign the way the instance works no paths, well I am not abolishing the path system but am making making it more discrete one, so a group enters the instance do the couple of preliminary event (if presents) then reach the npc group here they can chose to help one of them to reach a certain route and complete the npc route and get their tokens usually the “path run” would end here but lets say that you decided to help X npc first you would be able to come back to the camp and help a second npc in his route then a third one etc all this without the need of reseting the instance. well it wouldn’t change much from the actual system but lets now add a priority mechanic if npc A route is completed first npc B & C etc routes reach level 2 as a difficulty level and we go on till all the paths are done.By difficulty level i don’t mean mobs with an absurd amount of hp or damages(of course those are needed) but more mechanics involved like new aoe shapes or adds popping reflection skills and cc. Well a good example of the design would be for example cof p2 last encounter if it is completed first well we have the usual encounter if second the Gaheron is nearly revived his avatar is now able to damage putting more pressure on the group if done last he’s revived and now the fight takes 2 stages kill him them put him down forever.
The question is why would the player struggle even more well doing the paths without resetting the dungeon will give more reward one after the others (mf buffs etc) and if all the paths are done cheer you get a daily chest(like jade maw’s one with maybe unique skins).
So we are done talking about the structure, the base. What could we add to the dungeon making them even more exiting which isn’t reward. I think random random events like the troll these thing are welcome and these event should add something from a simple unique drop/skin (players need to feel like this was special) to a buff for the whole adventurer group (like the mf,gold or even hp regen or stats boost of course only inside the dungeon).
finally one thing I would like to see is the possibly to incorporate some kind of mini/hard jumping puzzles requiring team/single player effort and timing to get the team to a hidden chest, a totem that will buff the team or even npc helping the group.
In conclusion I think that all these changes would make the dungeon experience more exiting and enjoyable: while not punishing casual or non skillful(don’t take it pejoratively) players it would reward players which have more implication and would even create more links between players you could start to play very often with a player because hes able to one shot this really hard jumping puzzle and give this mf buff to the team and it could even give birth to dedicated player groups.
well i hope you enjoyed my block and am waiting for your feedback/suggestions.
NB:i didn’t put the thread on the suggestion subforum because i really wanted dungeons enthusiasts to read it and give their feedback and maybe one day some dev would stumble upon our ideas and brig them to the dungeon designer team.