Ascended armor acquisition

Ascended armor acquisition

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Posted by: SuperBlunt.7105

SuperBlunt.7105

My first post was pretty misleading so I am going to clarify what I am really trying to get to.

A big reason ascended armor is in the game is because fractals. Yet you cant get them by doing fractals unless you have amazing RNG. My solution for those ppl who are not blessed by the RNG gods and do not find crafting fun, is to add ascended armor to the fractal merchant. The way the piece of ascended armor/weaps would be acquired is as followed. Upon completion of a even numbers fractal from 10+ you will receive, just as you do now, your pristine fractal relics. After 15 relics you can either get the boots, gloves, shoulders, or helm. After 18 relics you can buy either the chest or the pants. Two handed weapons will cost 16 relics and one handers will cost half. This will keep ascended armor from flooding the game in a few weeks.

So, a full set of ascended armor plus one two hand weap and 2 one hand weaps will take 128 days. I think that time gated enough. No?

(edited by SuperBlunt.7105)

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Their original design was for every time you play the dungeon you would get a different experience and it would change based on your decisions throughout the dungeon. If you managed to beat this highly dynamic and changing dungeon which had a new set of challenges every time you entered it then it would reward you with a top level piece of gear with unique and powerful looks…

It didn’t quite work out that way…

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Posted by: SneakyLemon.8461

SneakyLemon.8461

i think granting Ascended armor for just an exp mode of one dungeon is pretty dumb’d down.

also, not being able to be cleared by a Pick-Up-Group, really? this is something that was intended?

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Posted by: Nat.4029

Nat.4029

I like this, but it’d be better (for long term play purposes) if the token wasn’t guaranteed. For instance, a certain boss might have a chance to drop this token among many other things. Sounds a bit familiar to…..

Valar Morghulis

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Posted by: SuperBlunt.7105

SuperBlunt.7105

Their original design was for every time you play the dungeon you would get a different experience and it would change based on your decisions throughout the dungeon. If you managed to beat this highly dynamic and changing dungeon which had a new set of challenges every time you entered it then it would reward you with a top level piece of gear with unique and powerful looks…

It didn’t quite work out that way…

It wouldnt be a completely new experience going into a path 2 times but there we’re suppose to be dynamic events that popped in the dungeons randomly. For example, the Troll in AC. The spider queen was also suppose to be dynamic but she pops every time lol.

Like you said, it didnt quite turn out that way, and that is why Anet said a while back they will be doing dungeon revamps. Still havent seen any except the new TA path. Which is a upgrade from what we have i guess.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

i think granting Ascended armor for just an exp mode of one dungeon is pretty dumb’d down.

also, not being able to be cleared by a Pick-Up-Group, really? this is something that was intended?

Well the idea was that the dungeon was going to be so hard that it would probably take a month or two for a group to learn and clear it.

Story mode was suppose to be more for pugs. Exp mode was for organized groups.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

I like this, but it’d be better (for long term play purposes) if the token wasn’t guaranteed. For instance, a certain boss might have a chance to drop this token among many other things. Sounds a bit familiar to…..

I would agree with this but the RNG in this game is brutal. I can see myself never getting a token if it worked like that, which is almost the same as it is now. If they made it so every 10th run or so you get a ticket guaranteed or something like that, then it wouldnt be so luck based.

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Posted by: Rod.6581

Rod.6581

Maybe it is just mine opinion, but I would like gear from one dungeon to give mixed stats. So, in stead of having full set of soldier’s gear from AC vendor, you get to buy soldier’s chest piece, berserker’s leggings, shaman’s helm, carrion boots, magi pauldrons and rabid gloves for example, but at a much higher cost than now, so you won’t be able to gear up in a day. So, this way, you are encouraged to do more dungeons, not to farm one over and over again. Also, skins to be available to buy separately from gear and double click to apply.

As for the ascended, ability to replace X of tokens from 5 dungeons + Y of fractal relics for 1 ascended token of specific type.

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Posted by: Nat.4029

Nat.4029

I like this, but it’d be better (for long term play purposes) if the token wasn’t guaranteed. For instance, a certain boss might have a chance to drop this token among many other things. Sounds a bit familiar to…..

I would agree with this but the RNG in this game is brutal. I can see myself never getting a token if it worked like that, which is almost the same as it is now. If they made it so every 10th run or so you get a ticket guaranteed or something like that, then it wouldnt be so luck based.

GW2 could have such a better end-game. This is the kind of stuff that is fun to me. I like actually FINDING good gear. Saving up mats/or gold to buy the mats and then crafting a Legendary or Ascended piece just isn’t that fun to me. I’d love to play a hard-mode dungeon and be rewarded by the boss dropping something really good for my character.

Valar Morghulis

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Posted by: Ben K.6238

Ben K.6238

I don’t quite follow the logic of granting better armour after completing the kind of dungeon you needed better armour for.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

Maybe it is just mine opinion, but I would like gear from one dungeon to give mixed stats. So, in stead of having full set of soldier’s gear from AC vendor, you get to buy soldier’s chest piece, berserker’s leggings, shaman’s helm, carrion boots, magi pauldrons and rabid gloves for example, but at a much higher cost than now, so you won’t be able to gear up in a day. So, this way, you are encouraged to do more dungeons, not to farm one over and over again. Also, skins to be available to buy separately from gear and double click to apply.

As for the ascended, ability to replace X of tokens from 5 dungeons + Y of fractal relics for 1 ascended token of specific type.

What your solution does is just makes the game more of a grind, imo. Ascended gear shouldnt be acquired by getting mass materials and putting them together. It should get acquired from doing something fun/challenging.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

I like this, but it’d be better (for long term play purposes) if the token wasn’t guaranteed. For instance, a certain boss might have a chance to drop this token among many other things. Sounds a bit familiar to…..

I would agree with this but the RNG in this game is brutal. I can see myself never getting a token if it worked like that, which is almost the same as it is now. If they made it so every 10th run or so you get a ticket guaranteed or something like that, then it wouldnt be so luck based.

GW2 could have such a better end-game. This is the kind of stuff that is fun to me. I like actually FINDING good gear. Saving up mats/or gold to buy the mats and then crafting a Legendary or Ascended piece just isn’t that fun to me. I’d love to play a hard-mode dungeon and be rewarded by the boss dropping something really good for my character.

That was the idea of these dungeons during release but idk if the Devs just played them in blue gear or we’re just bad at the game. Either way they made a huge mistake.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

I don’t quite follow the logic of granting better armour after completing the kind of dungeon you needed better armour for.

This isnt WoW or Tera where you need a certain set of armor to get able to complete a certain dungeon. It comes down to skill and team work in gw2. Using your aoe heals fire fields light fields, keeping retaliation and protection up, blasting the aoe heal you see on the ground the support. Many other things can make this game more team oriented and less dps madness.

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Posted by: Thaddeus.4891

Thaddeus.4891

Now that we have a new teir of armor in the game, it is Anets chance to make dungeons how they were suppose to be on release. If you dont already know the way dungeons were suppose to work, ill explain. Once you have completed the story mode of a dungeon you will unlock exp mode. Explorable mode has 3 paths, each path with a different objective. These paths were meant for the most organized group of players and even than it was going to be challenging. After completion of a exp mode, you will receive one token which then you can exchange for one piece of armor.

1) Story Mode and Explorable didn’t change. Right now, its exactly like you describe and it was like that since the beginning.
2) These path were meant for the most organized group of player and even than it was going to be challenging??? You call that learning. Most path were kittenly because nobody know how to do them. As people learn more about their build, their profession and the dungeon, the run as more and more easy. Its normal. When AC was revamp i remember people screaming on the forum that the path was way too hard now, this is bullkitten and everything. One Dev said that its normal, that the community will learn how to do the revamp dungeon and things will get back in order. Guess what, this is exactly what happen as Anet intended it. BTW organized group at the beginning were able to complete dungeon in speed run after only a couple runs. Even casual were able too not that longer after.
3) I started the game 1 month after the release and never went into the beta. But i don’t remember the dungeon giving you 1 token for 1 piece of armor. I’m pretty sure it was never like that in the game, maybe in the beta. But anyway, the token system we have right now is way better.

I get your idea. More challenging dungeon would be nice, but i hate when people scrap content. Why removing existing dungeon to make more hard version. Why not just add an hard version of dungeon so people can still make the normal version. For your ascended stuff i don’t think that 1 dungeon path should equal to once piece of ascended armor. Anyway the idea is still good because more ways of getting ascended gear, except crafting, should exist. Now some balance should be done so crafting don,t become obsolete like it did with exotic. For me crafting should cost more for 1 armor set, but become more cheaper if you want to craft several armor set.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Nike.2631

Nike.2631

Ascended gear in 20 minutes and repeatable? Never. Going. To . Happen.

People gearing up to BiS nearly as fast as the manifesto suggested and then leaving the game is not something they’re going back to. It’s just not.

BUT.

What might be possible is a hard mode – a brutally hard hardmode – that gives Ascended gear ONCE upon completion. But even that is still a lot of design work hours for very little player retention. It’d have to be the team-play equivalent of Liadri, only harder, and probably something not far off of a specific location of armor from each of the dungeons + 2 weapons to round out the pool of 8. Custom color or other small visible flourish to make it wildly clear that just displaying the piece is its own reward and bragging rights, and a new title equivalent to “super Dungeon Master” to show that you’ve cleared all 8 hardmodes.

Maybe.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Ascended gear in 20 minutes and repeatable? Never. Going. To . Happen.

The original design for explorable mode dungeons was for them to take 3-4 weeks for an organized guild group in top tier gear to learn how to clear the encounter. They were supposed to be the GW2 equivalent to Hard-mode raids in WoW.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

Now that we have a new teir of armor in the game, it is Anets chance to make dungeons how they were suppose to be on release. If you dont already know the way dungeons were suppose to work, ill explain. Once you have completed the story mode of a dungeon you will unlock exp mode. Explorable mode has 3 paths, each path with a different objective. These paths were meant for the most organized group of players and even than it was going to be challenging. After completion of a exp mode, you will receive one token which then you can exchange for one piece of armor.

1) Story Mode and Explorable didn’t change. Right now, its exactly like you describe and it was like that since the beginning.
2) These path were meant for the most organized group of player and even than it was going to be challenging??? You call that learning. Most path were kittenly because nobody know how to do them. As people learn more about their build, their profession and the dungeon, the run as more and more easy. Its normal. When AC was revamp i remember people screaming on the forum that the path was way too hard now, this is bullkitten and everything. One Dev said that its normal, that the community will learn how to do the revamp dungeon and things will get back in order. Guess what, this is exactly what happen as Anet intended it. BTW organized group at the beginning were able to complete dungeon in speed run after only a couple runs. Even casual were able too not that longer after.
3) I started the game 1 month after the release and never went into the beta. But i don’t remember the dungeon giving you 1 token for 1 piece of armor. I’m pretty sure it was never like that in the game, maybe in the beta. But anyway, the token system we have right now is way better.

I get your idea. More challenging dungeon would be nice, but i hate when people scrap content. Why removing existing dungeon to make more hard version. Why not just add an hard version of dungeon so people can still make the normal version. For your ascended stuff i don’t think that 1 dungeon path should equal to once piece of ascended armor. Anyway the idea is still good because more ways of getting ascended gear, except crafting, should exist. Now some balance should be done so crafting don,t become obsolete like it did with exotic. For me crafting should cost more for 1 armor set, but become more cheaper if you want to craft several armor set.

1) I dont think you understand what im saying. I did not say the dungeons were different before then they are now. I said that they were INTENDED to be different.

2) That is true. After running a dungeon so much you get alot better and it becomes easier to you. But there is a big difference from easy to you to easy in general. Exp dungeons in this game become way too easy when you know the mechanics. And i know this isnt right bc i played many games where I learn the mechanics of the fight but i still have to try, it is still challenging. In gw2 once you learn the dungeon you dont have to try at all.

The scraping of new content is suggested bc the content was suppose to be different then it is. I wouldnt suggest it if the game was intended to be this way. I hate the fact that we are forced to spend 500g min to max our craft and get a full set of armor/weaps.

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Posted by: Nike.2631

Nike.2631

So? Once they’re solved, they’re repeatable. And the secrets of their accomplishment are transferable via strategy guides. That’s one of the places the Exotic hunt they envisioned blew up in their faces and triggered the whole “oh crap, we have to add another tier”… because people burned through the dungeons, repeating the weakest of challenges over and over until it unraveled the entire concept.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

Ascended gear in 20 minutes and repeatable? Never. Going. To . Happen.

People gearing up to BiS nearly as fast as the manifesto suggested and then leaving the game is not something they’re going back to. It’s just not.

BUT.

What might be possible is a hard mode – a brutally hard hardmode – that gives Ascended gear ONCE upon completion. But even that is still a lot of design work hours for very little player retention. It’d have to be the team-play equivalent of Liadri, only harder, and probably something not far off of a specific location of armor from each of the dungeons + 2 weapons to round out the pool of 8. Custom color or other small visible flourish to make it wildly clear that just displaying the piece is its own reward and bragging rights, and a new title equivalent to “super Dungeon Master” to show that you’ve cleared all 8 hardmodes.

Maybe.

It was suppose to take weeks if not months to learn these paths and be able to clear them in that 20mins. So if a group is willing to go through this work to learn the dungeon then they should be rewarded with the best rewarded in the game, which is ascended gear atm. Your suggestion works also, they dont have to revamp existing dungeons, they can add knew ones and make them much harder and reward ascended gear.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

So? Once they’re solved, they’re repeatable. And the secrets of their accomplishment are transferable via strategy guides. That’s one of the places the Exotic hunt they envisioned blew up in their faces and triggered the whole “oh crap, we have to add another tier”… because people burned through the dungeons, repeating the weakest of challenges over and over until it unraveled the entire concept.

The thing is when a dungeon is suppose to be difficult and is made so, it shouldnt be possible for a group to read a guide and finish the dungeon. You can know all mechanics and still fail. That is when you know the content is difficult.

The wurm event for example. I am a TTS member and we do the wurm everyday. We know all strats and execute them during the boss fights, but that doesnt mean we’re going to kill the wurm.

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Posted by: Cush.4063

Cush.4063

I’ll say this again lol. Until dungeon bosses and mobs AI becomes better instead of telegraphed with a constant cycle of attacks dungeons will always be easy once someone figures out where to stack or when to attack. These bosses need to have random attacks and better attacks that they use such as when you’re stacked in a corner for x amount of time it will throw knockdown at you. I don’t know, I just know that in order to get hard mode you need better AI or else it will only be hard in the beginning till someone figures out the mechanics of the bosses and then it will be easy. Hell, giving them a profession would make it harder lol. Just think of a boss thief who keeps going in is and backstabbing you, or a PU mesmer throwing out mad conditions with chaos fields while going in is at the same time. Of course they would have to be attacks that are not in a rotation or else it would just get figured out again.

(edited by Cush.4063)

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Posted by: Nike.2631

Nike.2631

The wurm event for example. I am a TTS member and we do the wurm everyday. We know all strats and execute them during the boss fights, but that doesnt mean we’re going to kill the wurm.

It should tell you something that it also doesn’t mean auto-ascended gear token. It means for any single individual player an extremely rare random stat-combo ascended gear maybe on off Tuesdays in leap years.

The premise of this thread is a challenge that results in automatic, reliable, fully selectable Ascended reward. My feeling is for anything remotely like that to happen you have to absolutely dispel the notion of being repeatable from your mind.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Becka Williams.4978

Becka Williams.4978

Ascended gear in 20 minutes and repeatable? Never. Going. To . Happen.

People gearing up to BiS nearly as fast as the manifesto suggested and then leaving the game is not something they’re going back to. It’s just not.

BUT.

What might be possible is a hard mode – a brutally hard hardmode – that gives Ascended gear ONCE upon completion. But even that is still a lot of design work hours for very little player retention. It’d have to be the team-play equivalent of Liadri, only harder, and probably something not far off of a specific location of armor from each of the dungeons + 2 weapons to round out the pool of 8. Custom color or other small visible flourish to make it wildly clear that just displaying the piece is its own reward and bragging rights, and a new title equivalent to “super Dungeon Master” to show that you’ve cleared all 8 hardmodes.

Maybe.

It was suppose to take weeks if not months to learn these paths and be able to clear them in that 20mins. So if a group is willing to go through this work to learn the dungeon then they should be rewarded with the best rewarded in the game, which is ascended gear atm. Your suggestion works also, they dont have to revamp existing dungeons, they can add knew ones and make them much harder and reward ascended gear.

If it took weeks, if not months to be able to clear an explore path dungeon, those dungeons would only be run by people who like that crap. They would be dead content, much like Tequatl on most servers. And you wouldn’t be able to TTS the dungeons by throwing tons of people at it until you finished.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

Ascended gear in 20 minutes and repeatable? Never. Going. To . Happen.

People gearing up to BiS nearly as fast as the manifesto suggested and then leaving the game is not something they’re going back to. It’s just not.

BUT.

What might be possible is a hard mode – a brutally hard hardmode – that gives Ascended gear ONCE upon completion. But even that is still a lot of design work hours for very little player retention. It’d have to be the team-play equivalent of Liadri, only harder, and probably something not far off of a specific location of armor from each of the dungeons + 2 weapons to round out the pool of 8. Custom color or other small visible flourish to make it wildly clear that just displaying the piece is its own reward and bragging rights, and a new title equivalent to “super Dungeon Master” to show that you’ve cleared all 8 hardmodes.

Maybe.

It was suppose to take weeks if not months to learn these paths and be able to clear them in that 20mins. So if a group is willing to go through this work to learn the dungeon then they should be rewarded with the best rewarded in the game, which is ascended gear atm. Your suggestion works also, they dont have to revamp existing dungeons, they can add knew ones and make them much harder and reward ascended gear.

If it took weeks, if not months to be able to clear an explore path dungeon, those dungeons would only be run by people who like that crap. They would be dead content, much like Tequatl on most servers. And you wouldn’t be able to TTS the dungeons by throwing tons of people at it until you finished.

The thing is if the game was how it was intended then ppl would run those dungeons. I am not saying all dungeons need to be like this. Its nice to go into a random dungeon and destroyer everything once in a while. But we need the option and with the option should come Ascended armor rewards like dungeons do now with exotics. They dont have to touch the current dungeons. If they implement something like this in fractals it can work.

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Posted by: Becka Williams.4978

Becka Williams.4978

I don’t think making elitist content that very few people will ever finish is a good use of resources.

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Posted by: haviz.1340

haviz.1340

This game needs more casual content seeing as we’ve got two hardcore bosses only a fraction of players can ever complete. People need content that is easily attainable, otherwise they will leave the game for good.

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Posted by: Hopeless.5403

Hopeless.5403

I actually like how they tie in crafting with ascended armor. Yes it is difficult and agree that some players don’t like this but at the same time there are players who don’t like doing only dungeons to obtain higher gear. So I guess the question is, how do you find a balance between the two?

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Posted by: Becka Williams.4978

Becka Williams.4978

Yeah, and making elitist content that only a few people will ever complete will totally keep people playing the game.

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Posted by: Algreg.3629

Algreg.3629

completely false premises. Those dungeons were hard the first few times. But like in every game (or pretty much every endeavour in life) with repetition they become easier. Some players need days for this, others months, some will never figure them out.

Don´t get me wrong, I love that Anet now brings out harder content (and man, does it show, this game´s player base would be totally ripped apart by normal dungeons/quests in most MMORPG), but making dungeons harder will end in the same situation in a few days, weeks, months…

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Posted by: SuperBlunt.7105

SuperBlunt.7105

This game needs more casual content seeing as we’ve got two hardcore bosses only a fraction of players can ever complete. People need content that is easily attainable, otherwise they will leave the game for good.

More casual content? This game has the most casual content you will find in any MMO. Casual players have dungeons the living story dynamic events, WvW, Spvp. What else do you want?

This thread isnt about making content harder, its about having other ways to obtain ascended gear other than spending so much kitten gold or having the craziest luck.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

completely false premises. Those dungeons were hard the first few times. But like in every game (or pretty much every endeavour in life) with repetition they become easier. Some players need days for this, others months, some will never figure them out.

Don´t get me wrong, I love that Anet now brings out harder content (and man, does it show, this game´s player base would be totally ripped apart by normal dungeons/quests in most MMORPG), but making dungeons harder will end in the same situation in a few days, weeks, months…

A dungeon and content in general will always become easier the more you do it but with gw2 dungeons after the first couple runs you got the run down and or know where to stack to kill the boss without trying. But forget the difficulty part. The main point of this thread is to get Anet to add more ways of obtaining ascended items.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

Yeah, and making elitist content that only a few people will ever complete will totally keep people playing the game.

You have your head wrapped around this idea of making all content harder. That is not the point here. The point is to get Anet to change the ways of getting ascended gear. This 600g or have the best luck to get ascended armor just blows my mind. Who comes up with these implementations? Such bad ideas.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

I actually like how they tie in crafting with ascended armor. Yes it is difficult and agree that some players don’t like this but at the same time there are players who don’t like doing only dungeons to obtain higher gear. So I guess the question is, how do you find a balance between the two?

There is nothing difficult about it. All you have to do is run the champ train for hours. That is more tedious than difficult. The best thing to do would to have options. If someone wants to craft their gear let them if someone wants to dungeon for ascended gear, why not?

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Posted by: Jaken.6801

Jaken.6801

Their original design was for every time you play the dungeon you would get a different experience and it would change based on your decisions throughout the dungeon. If you managed to beat this highly dynamic and changing dungeon which had a new set of challenges every time you entered it then it would reward you with a top level piece of gear with unique and powerful looks…

It didn’t quite work out that way…

Yeah i remember that notion. The only thing i can remember happening is the Troll in AC, but i havent seen that guy for a long time (and have him play with Kholer for some sweet three way fighting)

Nevertheless i like the dungeons right now, though there is definetly a random factor needed to be more enjoyabale and to stop the “farming”. While i know there is a crowd for that particular playstyle, i am more of a “play like it was intended” guy, instead of “lets try and break it”.

So yeah. How do we want it?
Originaly the dungeons were a zerg fest. Bosses to hard, so you keep one alive and zerg him down from the nearest spawn point.

Luckily that has changed now and it is more about skill.
Unluckily skill can mostly be overridden by the Zerker/Mes/Guard combi and exploiting limited gamemechanics.

Exploiting unintended weeknesses and finding the “easiest way” to do content is more a problem, then “oldschool” design in my book.

Going the path of least resistence is something that has to change into going for the most fullfilling path.

(I actually went for my own take on a dungeon suggestion, though it did not get much attention: https://forum-en.gw2archive.eu/forum/game/dungeons/Suggestion-Multi-Party-Dungeon/first#post3557782 )

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Posted by: chemiclord.3978

chemiclord.3978

That was the idea of these dungeons during release but idk if the Devs just played them in blue gear or we’re just bad at the game. Either way they made a huge mistake.

They were changed because players whined CONSTANTLY about the difficulty. CoF Path 1 is the most glaring example of how players destroyed what had been a challenging explorable dungeon mode.

Players merely need to look in the mirror to find out what happened to exp dungeons.

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Posted by: Bran.7425

Bran.7425

Some of the issue plaguing a lot of the content of guild wars 2 is honestly the use of scaling and how content has supposedly designed for any level <80 is by and by only for well/capped geared scaled down 80.

I for one would not be surprised to see one by one the dungeon explorable mode shift to level 80 only.

And it is to just dungeons, does anyone have a Teq video of a group of characters in the area’s natural level range taking him down? I for one do not think it would be possible.

Pets have been hidden due to rising Player complaints.

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Posted by: Khisanth.2948

Khisanth.2948

Maybe it is just mine opinion, but I would like gear from one dungeon to give mixed stats. So, in stead of having full set of soldier’s gear from AC vendor, you get to buy soldier’s chest piece, berserker’s leggings, shaman’s helm, carrion boots, magi pauldrons and rabid gloves for example, but at a much higher cost than now, so you won’t be able to gear up in a day. So, this way, you are encouraged to do more dungeons, not to farm one over and over again. Also, skins to be available to buy separately from gear and double click to apply.

As for the ascended, ability to replace X of tokens from 5 dungeons + Y of fractal relics for 1 ascended token of specific type.

That sounds more like a scheme to sell more Transmutation Crystals.

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Posted by: Shiren.9532

Shiren.9532

Ascended is by design a time gated tier. They aren’t going to give it to people if they can complete content, you either get lucky with RNG or you grind out the time gate. They didn’t even want exotics to be obtained once per path, why would they make ascended obtained once per path?

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Posted by: Ominous.7583

Ominous.7583

To the OP, eventually everyone would get good at the dungeon’s and everyone would look the same in a week which would result in more complaining. The grind to get dungeon armor isn’t TOOOO bad though it does require some time and teamwork.

-Ironcurtain

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Posted by: Rod.6581

Rod.6581

Maybe it is just mine opinion, but I would like gear from one dungeon to give mixed stats. So, in stead of having full set of soldier’s gear from AC vendor, you get to buy soldier’s chest piece, berserker’s leggings, shaman’s helm, carrion boots, magi pauldrons and rabid gloves for example, but at a much higher cost than now, so you won’t be able to gear up in a day. So, this way, you are encouraged to do more dungeons, not to farm one over and over again. Also, skins to be available to buy separately from gear and double click to apply.

As for the ascended, ability to replace X of tokens from 5 dungeons + Y of fractal relics for 1 ascended token of specific type.

That sounds more like a scheme to sell more Transmutation Crystals.

Also, skins to be available to buy separately from gear and double click to apply.

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Posted by: OmaiGodman.2098

OmaiGodman.2098

Oh look, another thread by a bitter person who hates to see casual players getting any rewards in anything.

Any plan that involves dead quaggans is, by design, foolproof. I’m an unmitigated genius!

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Posted by: SuperBlunt.7105

SuperBlunt.7105

Ascended is by design a time gated tier. They aren’t going to give it to people if they can complete content, you either get lucky with RNG or you grind out the time gate. They didn’t even want exotics to be obtained once per path, why would they make ascended obtained once per path?

I am fine with it being time gated but that doesnt mean that crafting is the only way to go. You can get 1 ticket per day per account from a dungeon run and a piece of armor cost 15 tickets. That is 3 months for a full set IF you do it everyday. All I am asking for is options.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

Oh look, another thread by a bitter person who hates to see casual players getting any rewards in anything.

Did you read anywhere in any of my post that they should take out ascended crafting or RNG from chests? I dont think so.

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Posted by: OmaiGodman.2098

OmaiGodman.2098

What I read from your post is that you want to make dungeons harder so only die-hard players can finish them. That would break the game for a lot of people. It’s never going to happen.

I don’t really see how crafting and chests have anything to do with the difficulty of dungeons.

Any plan that involves dead quaggans is, by design, foolproof. I’m an unmitigated genius!

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Posted by: SuperBlunt.7105

SuperBlunt.7105

What I read from your post is that you want to make dungeons harder so only die-hard players can finish them. That would break the game for a lot of people. It’s never going to happen.

I don’t really see how crafting and chests have anything to do with the difficulty of dungeons.

I did kind of come off that way and I apologize. The reason i suggest making dungeons harder is so it wont be so easy to get the ascended armor but I see a fix to this. They can make it so we can spend our pristine fractal relics on ascended armor. Around 15 relics for each piece of armor.

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Posted by: Nike.2631

Nike.2631

Around 15 relics for each piece of armor.

You’re talking about completely skipping the not inconsiderable costs to gain crafting 401-500, bypassing multiple gold and laurels for the recipes, then sidestepping every single step of gathering thousands of mats and a week’s worth of time gates per piece to just pop right on in at the finishing line and scoop up the end product with a whistle and a smile.

Or maybe compare it to WvW where you can play steadily for 5 hours a day for WEEKS and not see an Ascended Chest before hitting that punch line of “oh, we pick the stats-combo, you pick the slot” even if you do get a near-mythical drop.

75, minimum. 100 pristine relics would not be too many to make a plausible comparison to the other existing paths.

The unending tinkling RAIN of Ascended rings in there has done nothing but skew expectations.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Lishtenbird.2814

Lishtenbird.2814

That current post looks nothing like what I read before and what the first people responded to…

20 level 80s and counting.

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Posted by: Astralporing.1957

Astralporing.1957

Oh look, another thread by a bitter person who hates to see casual players getting any rewards in anything.

Contrary to what some people believe, ascended crafting is not and never was meant for casual players. The grind and cost associated with it is just too big.
Only laurel – bought ascended were intended for casuals (amulets and rings. Earrings were intentionally overpriced and Anet admitted it was because they did not want their players to get them this way).

Yes, additional ways to reliably obtain ascended gear should be available. One of those ways might possibly be a token acquisition from fractals/dungeons.

Actions, not words.
Remember, remember, 15th of November

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Posted by: SuperBlunt.7105

SuperBlunt.7105

Around 15 relics for each piece of armor.

You’re talking about completely skipping the not inconsiderable costs to gain crafting 401-500, bypassing multiple gold and laurels for the recipes, then sidestepping every single step of gathering thousands of mats and a week’s worth of time gates per piece to just pop right on in at the finishing line and scoop up the end product with a whistle and a smile.

Or maybe compare it to WvW where you can play steadily for 5 hours a day for WEEKS and not see an Ascended Chest before hitting that punch line of “oh, we pick the stats-combo, you pick the slot” even if you do get a near-mythical drop.

75, minimum. 100 pristine relics would not be too many to make a plausible comparison to the other existing paths.

The unending tinkling RAIN of Ascended rings in there has done nothing but skew expectations.

I am talking about skipping the cost of crafting? I dont see a problem with that. Why do we have to be forced to craft if we want ascended gear? It is not fun it shouldnt be mandator in any game for the highest tier of armor. The highest tier of armor should be obtained through playing actual content in the game. Not spamming champs for hours on end to get the end.

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Posted by: SuperBlunt.7105

SuperBlunt.7105

That current post looks nothing like what I read before and what the first people responded to…

Well i came off with the last post as if I wanted all content to be harder in the game, and I apologies again for that. What I was really trying to get to was making ascended gear acquirable through other types of content. Also, after reading what ppl had to say I got the idea of leaving dungeons and focusing this change to fractals.