Suggestion: Heroic Mode Dungeons
I think this is a good idea. It would be nice to have heroic modes for dungeons (maybe requiring a larger group of people?) with some cosmetic rewards for the increased difficulty. Maybe even (and dare I say it) some armour drops that you might actually want to use and can only be obtained as drops (I appreciate that goes against the GW2 philosophy on obtaining armour). Still, a heroic mode, if for nothing else other than to test players a bit more, would certainly get my vote
Guardian / WvW Enthusiast
Hmm…
If there were “Elite Dungeons”, which are basically the existing dungeons with a twist, that give no additional rewards save for putting your name on a Leaderboard, would people be interested in doing them? The scoring system might work as follows:
- Every party entering the dungeon gets a base score of 1000.
- You get +5 points for each enemy killed in the dungeon (respawning enemies don’t count)
- You get +100 points for each boss (defined as Champions or Legendary foes) killed in the dungeon.
- You get +200 points for each additional objective completed in the dungeon. (So a boss like Kholer would grant +300 points, +100 for being a Legendary enemy, and +200 for beating his objective.)
- You lose 10 points for each minute you spend in the dungeon.
- You lose 10 points each time a party member is downed.
- You lose 100 points each time a party member dies.
You can choose to apply a Mistlock Instability to the dungeon before entering, which applies a multiplier to the final score. Easier ones just award x1, but extremely difficult ones might apply up to x10.
Successful parties are added to the Leaderboard, which can be viewed both via the Leaderboards here and in-game. The names of the party members who took part in the run are also displayed, so if someone managed to solo a dungeon, others would be able to see that they did it solo.
(edited by Zaxares.5419)
So difficult content has been boiled down to more HP and more damage?
It shouldn’t be. Instead it should focus on the control role. This means a cc should feel as useful as in PvP.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I’m against more HP and Damage as a solution to making things harder. That doesn’t solve the problem with the experience being so mundane that tactics are utterly irrelevant.
Fights need to have interesting mechanics, Control and Support builds need to be equally as viable as DPS and the Rewards for completing said content need to be much better than what they currently are.