As we haven’t had any significant dungeon update in the recent patches, I’ve decided to give A-net my suggestion of how would I had designed the Dungeon content given the existing game mechanics.
Step 1:
Make each dungeon represent a difficulty setting.
Story Dungeon = Easy
Dungeon 1 (path 1) = Normal
Dungeon 2 (path 2) = Hard
Dungeon 3 (path 3) = Raid
Dungeon 4 (path 4) = Occasional Super hard Raid for S&M players/guilds who complain about the game being easy and is not intended by the devs to be completed for at least a few months.
Step2:
Put an unofficial block in the access of each tier of dungeons.
Accessing a hard dungeon should suggest that participating players are having built specific stat combinations and wear at least full exotic gear, gatherable from completing lower tier dungeons among other sources.
Accessing a raid should suggest that participating players have gathered specific “special stats” from completing hard dungeons and require at least ascended gear.
These requirements will discurage but not prohibit players from participating in a higher tier dungeon before their time.
More details in the following steps
Step3:
Make each of the harder dungeons represent a desired build by the players, and don’t make certain bosses in them require different builds.
There should NOT be a dps dungeon of hard difficulty as players them selfs will always try to bend the rules of the dungeon and have a couple of party member with DPS builds to end it a few minutes faster.
- Example 1: A certain path of a dungeon having enemies/bosses with very high toughness who like to go out of reach after every few seconds.
This dungeon is suggested for condition builds, and Parties with Condition builds should be able to complete it in minutes. - Example 2: A certain path of a dungeon requiring players to split into groups of 2 or 1, and have each one face enemies who have high damage but low defense. Alternatively have enemies who do massive amounts of aoe damage around them for ever percentage of health milestone lost, thus punishing players who drain their health fast and have low defense.
This dungeon is suggested for survivability builds, and Parties with Survivability builds should be able to complete it in minutes.
Step 4:
Raids should require a certain type of agony similar to the fractals.
Completing the Hard tier of a dungeon should give you access to an ascended version of the dungeon’s gear, that can be infused with a certain type of Agony resistance.
For example:
Ghostly Agony for AC raid content.
Twisted Agony for CM raid content.
Toxic Agony for TA raid content.
Blinding Agony for SE raid content.
Flaming Agony for CoF raid content.
Freezing Agony for HotW raid content.
Arcane Agony for CoE raid content.
Deadly Agony for Arah raid content.
Most of the “Special agony” and ascended gear you get from hard tier dungeons will be Account Bound, but certain items (trinkets for example) will be able to be transfered to other players on the friend list, but not being sold on the TP. The reason for that, is so it would be easier for players to invite friends who are newer and didn’t have the time yet to gather the required raid gear.
Step 5:
Existing multipath dungeons should be considered a single dungeon of Normal difficulty. The twist is that this dungeon’s path will change randomly with each playthrough. Bosses, Paths, mechanics and scenarios should be randomly selected upon starting the dungeon (and stick to each character so he can’t re-roll to a different path for 15 minutes) but at the same time should be twicked so all combinations should take a similar time to complete and give similar rewards. No specific builds should be required.
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(edited by Kite.2510)