Zerk/stack solution and HM

Zerk/stack solution and HM

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Posted by: Edenfer.9816

Edenfer.9816

I’m not trying to push the envelope but after doing fract lvl 39 with different groups, I’ve come to the conclusion that its instability is the perfect solution to the zerk/stack problem.

As a reminder, mistlock instability lvl39 – last laugh: each enemy killed explodes within a 180 radius about a second after its death, dealing 1-1.5k damage and launching foes around it.

It’s obvious how easily you can get wiped if not prepared. No need to tell you how insane Cliffside becomes.

Seeing how this ability has proved to increase the difficulty quite considerably, how about implementing a hard mode for dungeons (or just adding a new -domain of the gods- dungeon type) where:
*Last laugh is always on
*Every part of the dungeon (up to the chest) gets a randomly selected debuff (similar to non-agony mistlocks or harder, needs to be tested)
*Every single enemy needs to be killed (with a visual aid on the map, no one wants to look for the last one for hours)

As a reward you get the usual stuff, lots of gold, ascended armor chance with a choice of bonus plus a tiny chance for a black lion ticket scrap.

VoilĂ , what say you?

Zerk/stack solution and HM

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Posted by: oxtred.7658

oxtred.7658

The best way to complete last laugh is to play full berserker and rally off the mobs. It’s also really annoying to fight, and doesn’t reward much skilled players. Killing every mobs lowers the diversity of fights, and skipping is also fun in its way. So, no.

If you’re on EU and need help to get into dungeons, pm me.

Zerk/stack solution and HM

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Posted by: Harper.4173

Harper.4173

I’m not trying to push the envelope but after doing fract lvl 39 with different groups, I’ve come to the conclusion that its instability is the perfect solution to the zerk/stack problem.

As a reminder, mistlock instability lvl39 – last laugh: each enemy killed explodes within a 180 radius about a second after its death, dealing 1-1.5k damage and launching foes around it.

It’s obvious how easily you can get wiped if not prepared. No need to tell you how insane Cliffside becomes.

Seeing how this ability has proved to increase the difficulty quite considerably, how about implementing a hard mode for dungeons (or just adding a new -domain of the gods- dungeon type) where:
*Last laugh is always on
*Every part of the dungeon (up to the chest) gets a randomly selected debuff (similar to non-agony mistlocks or harder, needs to be tested)
*Every single enemy needs to be killed (with a visual aid on the map, no one wants to look for the last one for hours)

As a reward you get the usual stuff, lots of gold, ascended armor chance with a choice of bonus plus a tiny chance for a black lion ticket scrap.

VoilĂ , what say you?

I say no.
Nobody(who actually did these long enough) wants dungeon runs to be harder or longer.
They’re already a chore. It’s been 2 years – new content should be added.

People only do these dungeons for rewards mostly anyway – if you make them so hard that they’re not worth it people will just move on and farm somewhere else.

This actually happened in the game before the dungeon rewards were buffed to 1+ gold per path.

Up the difficulty and that 1 gold won’t be worth the time it takes to farm it.

You have to realize that the dungeon community is comprised of a majority that does them for the rewards and cares very little if at all for the “dungeon experience” and a minority that wants the dungeons to be changed.

Changing them won’t necessarily be bad – but I’m willing to bet you money the majority of players ( myself included) are going to move on and not touch them.

If here they fall they shall live on when ever you cry “For Ascalon!”

Zerk/stack solution and HM

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Posted by: Arenzo.3298

Arenzo.3298

I say no.
Nobody(who actually did these long enough) wants dungeon runs to be harder or longer.
They’re already a chore. It’s been 2 years – new content should be added.

People only do these dungeons for rewards mostly anyway – if you make them so hard that they’re not worth it people will just move on and farm somewhere else.

This actually happened in the game before the dungeon rewards were buffed to 1+ gold per path.

Up the difficulty and that 1 gold won’t be worth the time it takes to farm it.

You have to realize that the dungeon community is comprised of a majority that does them for the rewards and cares very little if at all for the “dungeon experience” and a minority that wants the dungeons to be changed.

Changing them won’t necessarily be bad – but I’m willing to bet you money the majority of players ( myself included) are going to move on and not touch them.

[/quote]
agreed

Zerk/stack solution and HM

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Posted by: cranked.3812

cranked.3812

Wait, were still looking for a solution to a problem that doesn’t exist?

I didn’t get that memo…..

Zerk/stack solution and HM

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Posted by: Edenfer.9816

Edenfer.9816

Nobody(who actually did these long enough) wants dungeon runs to be harder or longer.

They do. I do.

Those who run fractals do so for the challenge mainly. Don’t get me started about the opportunity cost of running a fractal against dungeon.

The idea is to introduce a new mode not delete the current one.
People who still want to stack in the corner and spam 2 skills mindlessly can still do so in normal mode.
A HM would push people to try out other armor stats, use defensive builds and re-inject some life in the corpse of pve dungeon builds.

For rewards, I was thinking more in the line of 4g +a chance for ascended + a chance black lion tickets.
The rewards should scale with the difficulty.

HM or new dungeon types as long as it’s interesting to play, sign me up.

@cranked: you must have deleted it by mistake. Here’s what you missed: “Zerk armor stats are used by 99% of pve players in the game. The game currently offers 27 armor stat combinations. Can you see a problem here?”

Zerk/stack solution and HM

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Posted by: timmyf.1490

timmyf.1490

Zerk is definitely not used by 99% of the players. 99% of elite players, perhaps.

If you want to “fix” stacking, support skills need to have their ranges increased DRAMATICALLY. If shouts and trait buffs worked at a 2400 range, stacking would be less necessary.

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