Significant Dungeon Change - A New Game!

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Xyonon.3987

Xyonon.3987

Greetings everyone – I’ll make it as short as possible:

I feel like dungeons in this game are just a skipping puzzle and feel boring after you’ve done them a few times. You try to evade as much trouble as you can so you can finish the dungeon as fast as possible to get the rewards.

So … how about … that each mob in the dungeon grants your team points wich will end up in additional cash and tokens in the end of the run. So if you skip everything you’ll be fast but get less rewards. If you clear the whole dungeon even CoF1 takes 20 minutes to deal with but grants you more rewards.

It probably shouldn’t affect infinite spawned mobs like CoF2 helping megg to blow up the entrance to the endboss etc.

Also what about even more rewards like “you have never been downed this run -> +5% token” or “you rescured a downed ally with less than 25% HP, brave heart! +5% token” or what ever!

I wish there would be just MORE to do in a dungeon than just get trough there. Maybe even a randomized bonus mission like “if noone dies in this run +5% cash” “if you kill every boss before it’s adds +5% cash” etc etc etc.

I honestly think it would improve gameplay and generate more fun also buffing defensive equipment like healing guards, mesmer, or tanky condition builds. so…

what do you think??

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: milo.6942

milo.6942

what if mobs used cc so it was unlikely you’d all make it past them?

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: kRiza krimos.1637

kRiza krimos.1637

what if mobs used cc so it was unlikely you’d all make it past them?

Or have unlimited leash range.

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Zulrin.3286

Zulrin.3286

Yes. I like this idea!

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: RedStar.4218

RedStar.4218

Stability isn’t hard to use. It won’t affect those who skip them and it will make the situation worse.

And unlimited leash will see new stacking places (and countless of exploits).

If Anet wants us to fight, they can just close the door. And give CC to make fights more like fights, with corrupt boons to deal with stability and might stacking. But they won’t. Because those who QQ this game is too easy will QQ that it became too hard, until they find a way to exploit it or they will simply stop doing it (like AC).

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Xyonon.3987

Xyonon.3987

Well time has passed since release and it also takes time to create new things – remember the aetherblade path? That’s a dungeon!

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: RedStar.4218

RedStar.4218

Oh I forgot about that one. Yet it’s such a nice example of players complaining the game is too easy then QQ’ing that dungeon is too hard.

In this game PuGs won’t get better because Anet isn’t hard enough on them. They let them get away with the most ridiculous stuff. More than a year later, most PuGs still can’t do Frost (CM p1 boss) without getting on their precious rock or can’t even do the freaking kegs in CM p2 without trying to exploit it when it’s as easy as running on the circle and dropping your keg on it.

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: sakurals.7143

sakurals.7143

What we need is the chance to choose between two modes “Hard” and “Easy” for example. “Easy” will be like it is now, with the chance of skip everything to the last boss. “Hard” mode will be a mode where you will have doors, that won’t dissappear until your party complete X event, so nothing can be skipped (for example, you can help hodgings to get the scepter, but you can’t go further if you don’t kill Kohler).

Final rewards could be the same, 60 tokens, but if you complete the Hard mode of the paths in the dungeon you can get mmm maybe 10 or 5 extra tokens per event/boss you kill/complete. And for prevent farming, if you complete path 1 in Hard Mode, you won’t get a reward if you complete it again in Easy mode.

In a way like this, people who don’t have time to spend in a longest run, will still have the same rewards as now, and the ones who have time or want to do something a bit longer will have an extra.

Is just an idea, in Aion some dungeons have this Hard Normal mode stuff, and with this you know that you are playing for better rewars but the bosses are harder, something like this can work here too i think.

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: TooBz.3065

TooBz.3065

Or up the value of a dungeon path to 2.5 gold and give a percentage to each mob.

Anything I post is just the opinion of a very vocal minority of 1.

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Sirendor.1394

Sirendor.1394

I’m going to add a new idea…

“Dungeons – Tribulation Mode”
- Mobs use 5 weapon skills + 1 heal + 3 utilities.
- Bosses use 5 weapon skills + 1 heal + 3 utilities + 1 elite.
- Each boss uses a different and class-specific NEW elite.
- Bosses spawn by class-specific challenges.
- Players that die can not be rezzed. Armour is not damaged by dying.
- Every class gets a new ability that is required for the specific challenges that are different per dungeon and per path. For example: Rangers get a grapple-hook and a trial of survival. Thieves get lockpicks and theft missions. Engineers get a siege kit and need to discover a dungeon-specific weapon for a challenge. Guardians get a sanctify ability, needing to cleanse sources of evil. Necromancers need to tame a demon.
- If your group wipes, you can restart, but the challenges you succeeded are kept count of.
- The dungeon has a fixed time. It ends after the time has passed.
- You get a score per player based on:

  • Amount of damage taken
  • Amount of damage done
  • Amount of healing done
  • Amount of challenges completed
  • Tries to complete a challenge
  • Amount of combos

- Rewards are not player-respective. It isn’t because you are not the top player of the dungeon that you get less reward. Each aspect gets rewarded to everyone.
- You can improve your abilities with completion points. These will add cosmetic effects to your abilities. You can also choose to use completion points for unlocking other class abilities.
- The more different classes you bring, the more different challenges you get. This breaks down the Warrior > All meta. If you go 3 warrs, 2 guards, you get only 2 challenges: a Warrior challenge and a Guardian one.

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

(edited by Sirendor.1394)

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: RedStar.4218

RedStar.4218

- The dungeon has a fixed time. It ends after the time has passed.

So no afk or wandering around ? That’s not fun. A time based limit is terrible almost every time, it’s a cheap way to increase difficulty.

If they added CC and boon removing/corrupting attacks, pulls and boons to bosses, it would be interesting.

But right now we have bosses with :
-one shot attacks that can be dodged
-one shot attacks that are spammable and way too hard to see between all the effects in this game (Hey Alphard)
-boons that you can’t remove because they get reapplied constantly, but they don’t even really bother you
-way too much health

The bosses in AC are pretty good, unfortunately most players use cheap exploits to beat them (and sometime, it’s not even that effective). Frost and Turmaine (CM bosses) aren’t too bad, but once again, players exploit those fights.

Tazza (SE) is terrible. There’s absolutely nothing interesting. Her attacks are terribly easy to move out, her health is way too high and she doesn’t even drop a chest. The destroyer isn’t really interesting either (to think PuGs used to range it…).

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Bron.9647

Bron.9647

+1

I like this idea. Maybe it would result in less speed runs and people actually wanting to fight their way through the dungeon instead of running past every non-necessary mob.

[EDIT]: But please no time limit, this would only encourage speed runs and not allow for exploration of the dungeon. Not to mention it would be frustrating for noobs who haven’t run the dungeon before, but want to figure it out on their own without resorting to reading a walk-through.

(edited by Bron.9647)

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Cat Has Ducks.1982

Cat Has Ducks.1982

+1

I like this idea. Maybe it would result in less speed runs and people actually wanting to fight their way through the dungeon instead of running past every non-necessary mob.

You feel like fighting all the silver and champion mobs right before Lupi? Wonder how long that’d take a pug. I bet the price for arah would sky rocket though! Oh the gold that could be made..

Lord Chuck I – Guardian
Chuck The Stampede – Engineer
[Lg] Agatha – Dragonbrand

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: shogei.8015

shogei.8015

I like the idea of a hard mode for the dungeons. Some of them now are a cakewalk and only done for farming. Increasing the difficulty would add interest and enhance teamwork.

Guild warrior for life!

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: MokahTGS.7850

MokahTGS.7850

The issue is (and this goes for all content in PvE) that the loot2effort ratio is completely out of wack. There is no way ever that following a zerg in a champ train should be more profitable than doing a dungeon for the first time in a day. But it is…by a lot.

Until ANet takes a very hard look and redesign of that loot2effort ratio, nothing will get fixed and the champ train will rain supreme. This is the main reason I have never played through most of the dungeons…they just aren’t worth the time.

The dungeon armor reward system is even worse as instead of getting enough tokens from a run for something cool…I have to grind out the same boring runs 10-20 times? Most of the content is like this. Grind it 10-100 times for your reward. WTH? That isn’t fun.

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Subdue.5479

Subdue.5479

Time consuming =/= hard. Lupicus is relatively hard in the sense that he has a number of interesting mechanics that test a player’s ability to act and react. Yes, I know some people can do Lupicus over and over again like they’re killing stuff in Queensdale, but that is a tiny minority of the overall population. The dredge popping out of the clown in the dredge fractal, that’s time consuming. It is not hard. It is not challenging.

I bring this up because what the OP is asking for isn’t necessary going to make dungeons less “boring.” In fact, really it just adds more boring filler hack-n-slash combat between actually potentially interesting parts.

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Stand The Wall.6987

Stand The Wall.6987

hard content = qq
easy content = qq
WAI U NO LUV ME ANET

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Azure Prower.8701

Azure Prower.8701

what if mobs used cc so it was unlikely you’d all make it past them?

That moment when a mob takes the long way around a dungeon.

“Hey guys. Why are we still in combat?”

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Stand The Wall.6987

Stand The Wall.6987

what if mobs used cc so it was unlikely you’d all make it past them?

That moment when a mob takes the long way around a dungeon.

“Hey guys. Why are we still in combat?”

combat speed op

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

They have this system already. If you kill the mob, you get an extra reward: loot.

The real problem is that the loot that normally skipped mobs drop are of really poor quality.

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Tman.6349

Tman.6349

I don’t why people are saying silly things like, “maybe this would discourage speed clears and encourage exploration”. First of all, why do you care if people do speed clears anyway? Nobody is forcing you to do so and if you would like to lolligag through dungeons, then all you like minded players are more than welcome to group up and take your time. Secondly, and perhaps more importantly, the idea of ‘exploring’ dungeon paths is ridiculous and shows a lack of any real dungeon experience. ALL of the dungeon paths are very linear don’t leave any room for ‘exploration’. People that run dungeons frequently call this ‘wasting time’ instead. Also, as was said prior, the reward for killing everything in a dungeon is an increase in the number of loot drops. If anything IS wrong with dungeons, it’s the mechanics (or lack of) in the different paths AND NOT a demographic of players that do them. Making things ‘equally bad’ for everyone is not an intelligent way to go about finding balance. A ‘hard mode’ version is the true answer. You can’t have BOTH difficult content with equal rewards for skilled players AND ‘trophy-for-participation’ in the SAME content. If your gonna have ‘casual/exploratory’ dungeon paths, then you’re going to have speed clears as well.

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: rjnemer.7816

rjnemer.7816

How about they just make the dungeon like they were in gw1?

- Entrance Fee
- Party is kicked from dungeon is everyone dies
- A unique reward to each dungeon path (or set like the TA aether path)
- No more of this daily kitten. If i want to run Arah p2 all day, why kill the rewards?!’
- HM! That doesnt mean give bosses more health anet! IMPROVE THE FREAKING AI!

“If you want to get rid of “zerk” you have to make content
hard enough to make them cry, not just rivers but oceans."

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Sirendor.1394

Sirendor.1394

- The dungeon has a fixed time. It ends after the time has passed.

So no afk or wandering around ? That’s not fun. A time based limit is terrible almost every time, it’s a cheap way to increase difficulty.

If they added CC and boon removing/corrupting attacks, pulls and boons to bosses, it would be interesting.

But right now we have bosses with :
-one shot attacks that can be dodged
-one shot attacks that are spammable and way too hard to see between all the effects in this game (Hey Alphard)
-boons that you can’t remove because they get reapplied constantly, but they don’t even really bother you
-way too much health

The bosses in AC are pretty good, unfortunately most players use cheap exploits to beat them (and sometime, it’s not even that effective). Frost and Turmaine (CM bosses) aren’t too bad, but once again, players exploit those fights.

Tazza (SE) is terrible. There’s absolutely nothing interesting. Her attacks are terribly easy to move out, her health is way too high and she doesn’t even drop a chest. The destroyer isn’t really interesting either (to think PuGs used to range it…).

Erm… there’s no “completion” of the dungeon in my version. You just get challenges. Complete as many as you can, get rewarded accordingly. Nobody is forced to run full dps, because full dps won’t help you complete challenges any faster. There isn’t an endboss, just a boss per challenge.

Also, you could set it to different levels.
Novice: slow. [30 minutes]
Intermediate: doable. [20 minutes]
Expert: fast. [15 minutes]

Each mode could give you a bonus boss for completing more than 5 challenges. You could go expert mode and complete 5 in 15 minutes, or go novice mode and complete the same 5 in 30 minutes.

Gambits are something that is possible too, making the reward better if you manage to complete within time limit. Basically it’s the Hard Mode of GW1 returned.

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

(edited by Sirendor.1394)

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Skipping fixes:

  • Give trash mobs the ability to CC/support/damage. The ability to CC will make skipping even more challenging.
  • Increase the amount of mobs in dungeons. It will be impossible to wall-hug your way around. Make the dungeon not worth skipping. If players still want to skip with hundreds of CCing mobs, they better prepare themselves with repair bills.
  • Reduce trash mob’s hp by 90%. A solo player should be able to kill in the same amount of time in the PvE world. This way, the game will take more time to skip than to not skip.
5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Xyonon.3987

Xyonon.3987

Skipping them doesnt have to be challenging – it has to be removed. Also it’s no fun to just kill enemies. It has to be some kind of mini event all the time

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: kRiza krimos.1637

kRiza krimos.1637

Skipping them doesnt have to be challenging – it has to be removed. Also it’s no fun to just kill enemies. It has to be some kind of mini event all the time

That is what is basicly going on now in dungeon runs. People skip pointless trash mob fights and only do events that are needed to progress thru dungeon.

Significant Dungeon Change - A New Game!

in Guild Wars 2 Discussion

Posted by: Junkpile.7439

Junkpile.7439

They could add some very big and long dungeon where is lot’s of bosses and dungeon and bosses would get harder whole time.

Low quality trolling since launch
Seafarer’s Rest EotM grinch