(edited by Kite.2510)
[Suggestion] Dungeons/Raid Content structure
Step 6:
Future dungeons shouldn’t require to take place in the same area as their lower tier.
For example:
The fight with Mordremoth should be considered a hard or raid tier of TA, but it should take place in the Meguma Wastes.
Instead of becoming Fractals, have the Atherblade and Molten Facility become the Normal or Hard versions of CM and SE respectively. (And replace the fractal with something other that takes place before the events of GW2 to keep with the theme and avoid players whining)
The existing Ether path of TA should be classified as Hard tier.
As the Living Story continues, more chances appear for future dungeons, but they shouldn’t be bound to that one location. The players then can adapt and change their names, and for example start to refer to TA as Toxic Dungeons or something.
Step 7:
Super Hard Raid dungeons should be considered optional with simple/skippable Stories.
Example 1: The priory goes to Arah to take Zaitan’s tail with a group of 20 players, just to find that Zaitan is alive though gravely wounded, and the players decide to fight the wounded Zaitan hand to hand instead of letting him bleed out.
Example 2: A guild can initiate an instanced fight with Tequatl, where an Armored Tequatl will fight against 40 players.
Hints for Raid content:
Raids should require 10-20 players. More should be optional guild content.
Raids should be completable only once a week.
Raid bosses should be an exception and allow twice the number of conditions.
The raid mechanics should encourage players to spread, and gather on key moments to share they support skills.
Raids require good communication, so some sort voice chat or awesome commander command system are necessary in the game.
The areas must always be big, and with flat terrain.
All raid content should be instanced.
Example of Raid trash mobs mechanics:
- Force them to stay away from each other so they won’t heal them selfs, but each will require about 10 players to fall.
- Mechanics similar to guild puzzles where a few players will have to stand out of combat and make use of some of the map’s mechanic to support the players fighting the battle is a good idea, but make it harder, involving combat and in the end be the player’s skill in combat that decide the outcome.
Example of Raid boss mechanics:
- A classic Raid boss mechanic is having it spawn a ton of trashmobs. It’s cheap but it’s solid. Use it when you run out of ideas.
- Most MMO’s involve some kind of Tank, and have the boss going nut’s if there isn’t something to melee in frond of him. In GW2 that mechanic shouldn’t normally work, but A-net can let it work on a single boss as an exception/homage, by offering some sort of “Healing Laser” enviromental weapon on the map for two players to pic, and have the boss description say “going nuts if there is nothing to hit in frond of him”.
- Have the boss Jump around Grabbing players, and if holds them for to long, the player become defeated, unless the remaining players manage to overcome it’s steady defiance and interrupt him.
- Have the boss revive defeated players as his own Mobs and also attempt to stomp downed players unless interrupted.
- Have the boss Swallow players and transfer them in (a seperate area) his stomach.
There the players will build a certain condition that will eventually kill them unless they get out. But they have to intentionally take turns staying inside in order to do dps or block the boss from gaining a certain strong boon. - Have a boss whose about to die break the arena where the players stand and the players deal the last bits of damage to the boss while in the air before they hit the ground/water.
- Have a boss keep moving to one direction while a few players will use some map mechanic to slow him down and others will try to damage him while on the move.
- Have the players use a mechanic to “grab on to” an underwater boss in order to keep up and follow it.
These are the ones I can come up.
Feel free to add your suggestions.
I like some of the ideas you have put forth, namely the Ascended versions with the different types of agony, and the different difficulties of dungeons. Things like this might prod me into dungeons again.
Yes i liked step 4 as an idea, altho having thee type of infusion for one dungeon seems iver the top. Grinding out a gear piece to do a dungeon has always baffled me as a chicken and egg appeoach to gaming.
Norhing wrong with the rest of it, except its all a bit run of the mill. Which is what the raid cdi was set up to work ideas away from. I like some of your mechanics ideas though
Kudos for putting time and thought into it though.
Yes i liked step 4 as an idea, altho having thee type of infusion for one dungeon seems iver the top. Grinding out a gear piece to do a dungeon has always baffled me as a chicken and egg appeoach to gaming.
This “grind” will ensure that no amateurs will attempt raiding. Also, dungeons need to be grindable in order to stay populated. Besides, only the infusion aspect of the ascended gear is actually required from the dungeon, and the gear it self can be aquired from other content.
As for the 5 player hard dungeons, I suggested the built variety it self to work as the unofficial block in content since it’s not hard to make an exotic build build combination, and what the game is currently lacking is content to support players having more builds than dps in PVE.
Teaching them to know the strength and weaknesses of the different builds will help them to get ready for the Raid content.
In Vanilla WoW, Fire, Frost and Poison resistances where a thing, and they where use as an entry point for the raid, with one set of them (molten core) requiring fire resistance, another (Anqi Raj) requiring poison, and the last (Naxxramas) requiring frost.
Nowdays, they’ve got rid of the individual resistances, and it’s all about the item value you are wearing. But since in GW2 the values of all tier of items remains the same (there are no exotics stronger than other exotics) and instead focuses on providing different stat combinations, I’ve compromised for a system that make use of both of those aspects.
Norhing wrong with the rest of it, except its all a bit run of the mill. Which is what the raid cdi was set up to work ideas away from. I like some of your mechanics ideas though
I’ve thought of the raid content as something that require co-ordinations between players, and not something that can be zerged with. I’ve just thrown the most cheesy ones up front to get on with them.
Kudos for putting time and thought into it though.
And getting a negative “something” by the mods for bumping it…