Open world-Challenging mode

Open world-Challenging mode

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Posted by: runeblade.7514

runeblade.7514

Challenging mode basically buffs the trash mobs so that they aren’t brain dead boring. It is designed for veteran players or those that are not dumb new players.

How it can be implemented:

  • A telegraphed attack will one-shot you or set you up to be killed easily(ettin knocking you down give him and his ettin allies 25 stacks of might for example). Dodging is actually important. Toughness and vitality gear could help you with surviving.
  • Mob’s base stats does not change. Enemy Autoattack damage doesn’t increase. I don’t want mobs to have higher base stats/autoattack damage because I want melee to remain viable.
  • Megaservers can have two kinds of servers. Downscaling will still happen. New players can play challenging mode or brain-deadnormal mode if they want. This is so that the playerbase doesn’t split up so badly.
  • 50% more magic find in challenging mode. 20% more gold/karma/exp from hearts and dynamic events.

Being too difficult can be a barrier of entry, but so is being too easy. Having two modes can cater to both players. It is designed that you can play brain-dead for a while and probably still do well, but if you make a mistake of not seeing the telegraphed attack coming, you will die.

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Open world-Challenging mode

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Posted by: ghost.3208

ghost.3208

To me the challenge in Open World should come from World Bosses, not every single foe that’s on the map. Even if they made foes a bit harder from what they currently are people might just see it as a chore to do gathering or map exploration.

So buff the events and world bosses, but leave trash mobs as they currently are.

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Guerreros de la Ultima Alianza [GDUA]
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Posted by: PopeUrban.2578

PopeUrban.2578

You’re basically asking for GW1 hard mode right?

Before megaservers I would have said it’s a bad idea due to play population. Now that megaservers are a thing I could see it working.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Open world-Challenging mode

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Posted by: TheDaiBish.9735

TheDaiBish.9735

What about a Gambit system like in the Queen’s fights?

For example, conditions applied to you last longer, damage taken increased by x% etc.

Then, for every gambit on you, you gain X% exp, gold, karma and MF for every kill (to a cap). However, if you have a gambit on you, becoming Defeated resets the buff.

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Time is a river.
The door is ajar.

Open world-Challenging mode

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Posted by: Palador.2170

Palador.2170

What about a Gambit system like in the Queen’s fights?

For example, conditions applied to you last longer, damage taken increased by x% etc.

Then, for every gambit on you, you gain X% exp, gold, karma and MF for every kill (to a cap). However, if you have a gambit on you, becoming Defeated resets the buff.

So, you’d be able to become somewhat less effective, and more of a weight to your team, in exchange for you (and only you) getting better loot?

They got rid of the old Magic Find stat for a good reason. I doubt they’d bring it back.

Now, if they added this to a dungeon, and it applied to the whole team? Maybe.

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delicate, brick-like subtlety.

Open world-Challenging mode

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Posted by: PopeUrban.2578

PopeUrban.2578

The gambits were only functional because you couldn’t cheese them with outside assistance. This idea would have to be a zone-wide thing to be functional. For the record I think it could be functional with megaservers to condense zone populations around so that it wasn’t a case of permanent soloing since there would inevitable be less players on challenge maps compared to the normal ones.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

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Posted by: Warcry.1596

Warcry.1596

  • A telegraphed attack…

You want challenging then say this. Which do you want?

“He shall make whole that which was torn asunder.
Restore that which was lost. And all shall be as one.”

(edited by Warcry.1596)

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Posted by: Ticky.5831

Ticky.5831

They just need to make more World bosses with tiers of success, ala Triple Trouble and the Watchwork Knights in Escape from Lion’s Arch(or Battle For; I forget which one lol). IMO

Open world-Challenging mode

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Posted by: IndigoSundown.5419

IndigoSundown.5419

What about a Gambit system like in the Queen’s fights?

For example, conditions applied to you last longer, damage taken increased by x% etc.

Then, for every gambit on you, you gain X% exp, gold, karma and MF for every kill (to a cap). However, if you have a gambit on you, becoming Defeated resets the buff.

So, you’d be able to become somewhat less effective, and more of a weight to your team, in exchange for you (and only you) getting better loot?

They got rid of the old Magic Find stat for a good reason. I doubt they’d bring it back.

Now, if they added this to a dungeon, and it applied to the whole team? Maybe.

The topic is open world PvE.

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Posted by: Pandeh.5248

Pandeh.5248

Like they nerfed Orr? Same kitten will happen to any HoT content.

Raids will be “too hard” for the casual player logging in every three weeks. Topics will pop up, oh wait they already did…

How “Raids should not have exclusive loot”.

Eventually devs will listen and we will be stuck with all casual content once again.

Anet tries to please every single person playing their game at once, and that will happen to HoT as well.

Just wait and see.

If less than 30% of the active player base participate in Raids. BOOM, they will pull a Taco.

Open world-Challenging mode

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Posted by: Palador.2170

Palador.2170

What about a Gambit system like in the Queen’s fights?

For example, conditions applied to you last longer, damage taken increased by x% etc.

Then, for every gambit on you, you gain X% exp, gold, karma and MF for every kill (to a cap). However, if you have a gambit on you, becoming Defeated resets the buff.

So, you’d be able to become somewhat less effective, and more of a weight to your team, in exchange for you (and only you) getting better loot?

They got rid of the old Magic Find stat for a good reason. I doubt they’d bring it back.

Now, if they added this to a dungeon, and it applied to the whole team? Maybe.

The topic is open world PvE.

And people actually team up for that, either with actual teams or by just being in part of the group trying to take on an event.

How many people would you want running gambits at Triple Trouble, or Sunless? Just yesterday I actually saw a Shadow Behemoth event fail, too many low levels in the fairly small gathering of people there, I guess. (Yes, my character was lower level too.) World bosses are not a guaranteed “show up and win”. Events in the Silverwastes can be just as bad. HoT events may be even worse.

In a dungeon, it could be agreed on by the entire team. Shared risk, shared reward. But in open PvE, you’ll have people doing this and showing up at events, scaling them up just as much as an unhindered player. Do you want to carry their weight so they can get better rewards?

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delicate, brick-like subtlety.