Making Dungeons More Interesting

Making Dungeons More Interesting

in Suggestions

Posted by: Synesence.7546

Synesence.7546

Nowadays, it seems like all dungeons revolve around Guardians, Warriors, and Mesmers, with an Ele now and then. I suggest that all dungeon paths, with the presence of certain professions present in the team, give the group an alternative method of completing certain segments of the dungeon. There are rules to this though:

*This is limited to Explorable mode only.
*It is more a test of skill rather than stats.

  • It will only occur once per dungeon path.
  • The targeted profession wouldn’t be specific for any dungeon. (Thieves aren’t limited to AC, Mesmers won’t be limited to CM)
  • The choice would be one-time and optional for the group, if they choose to complete the normal way, they can, but the option would not appear again.
  • The targeted profession would have 1/2 attempts to complete it, and if they do, the team is given a bonus chest and a small buff for 5 minutes.
  • If they fail, the team must survive an onslaught. If they succeed, they may continue the dungeon normally, but if the group wipes, they will be transported to the nearest WP and continue the dungeon as normal, but gain a small debuff for 5 minutes. The targeted profession would also gain a temporary disability (5 minutes) to their profession specific utilities.
  • If the team contains more than 1 of the targeted profession, the group is able to decide which player would do the event.
  • If the targeted profession isn’t available, the choice would not be given, and the group would continue as normal. Switching characters will not change this.

My ideas (Just a rough draft):

If A Mesmer is present: Mesmer must distract the boss for a set duration and survive whilst the team and NPC unlock a shorter path. If he fails, he is unable to summon more than 2 illusions for 5 minutes.

If A Guardian is present: Guardian must protect an NPC from an time-limited boss or enemies. If he fails, he is unable to use Virtues for 5 minutes.

If A Warrior is present: The team is constantly poisoned and have their health slowly whittled down, and the Warrior must kill a certain boss by himself within the time limit to save the team. If he fails, he will gain no adrenaline for the next 5 minutes.

If A Thief is present: The thief must navigate his way through a series of enemies and traps using stealth and timing. If he fails, he will be unable to use Steal for 5 minutes.

If A Ranger is present: The ranger must kill off certain enemies from a distance without setting off an alarm. If he fails, he is unable to summon his pet for 5 minutes.

If An Engineer is present: The Engineer must complete a series of tasks that revolve around a series of mini-memory games. If he fails, he will be unable to use his kits for 5 minutes.

If An Elementalist is present: The elementalist must complete a series of tasks using his elements (Like using water to put out fires, Earth to close borrows, air to activate statues in sequence, and fire to destroy statues.) If they fail, they’ll have a random elemental attunement disabled for 5 minutes. (Or increased recharge rate of all attunements for 5 minutes)

If A Necromancer is present: The necromancer must kill an enemy or series of enemies that is only vulnerable to condition damage/certain conditions. If he fails, he will be unable to enter Death Shroud for 5 minutes.

This is to make the game more interesting for those who want the option of continuing with a little more excitement, and make all professions welcome in all dungeons.

Just an idea, feel free for any suggestions you might have.

Making Dungeons More Interesting

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Posted by: Flanar.5981

Flanar.5981

I love the suggestion but I would like to put some thoughts:

  • I think dungeons is about how a party work together. Individual skills should not be tested, team skill should be.
  • I do dungeons regularly and I know how most people (90%) population running dungeon react if someone do not know how to go through a part of that dungeon. If an individual fails, he will be frowned upon, kicked out of anger or people will simply ragequit.
  • After a point, this will get just boring and repetitive. If there is a “pool” of such random events, where you can face any random challenge, it’d be great. Similar to fractal, where you can never guess what’s coming next. Makes it exciting for most of us.

Making Dungeons More Interesting

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I think I would rather see dungeons that contain challenges that test individual players, rather than a specific class. In GW1 there was a dungeon called The Deep, which split up the party, dividing it into small groups, and making them each face a different challenge. The survivors then had to come back and revive the teams that had failed. The Deep was a 12 man dungeon, and obviously GW2 has a 5 man party limit.

So for GW2 I can imagine a series of randomized challenges that have to be done solo, and the party then meets each other again after those challenges. People who fail a challenge, have to be rescued by whoever survived.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

Making Dungeons More Interesting

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Posted by: Synesence.7546

Synesence.7546

I love the suggestion but I would like to put some thoughts:

  • I think dungeons is about how a party work together. Individual skills should not be tested, team skill should be.
  • I do dungeons regularly and I know how most people (90%) population running dungeon react if someone do not know how to go through a part of that dungeon. If an individual fails, he will be frowned upon, kicked out of anger or people will simply ragequit.
  • After a point, this will get just boring and repetitive. If there is a “pool” of such random events, where you can face any random challenge, it’d be great. Similar to fractal, where you can never guess what’s coming next. Makes it exciting for most of us.

I think it’d be cool if the challenges would revolve around 3 events for each individual profession, something like:

Thief

  • Avoid damage for a set amount of time.
  • Infiltrate the area without being detected.
  • Assassinate target within set amount of time.

Warrior

  • Defeat Mini-Boss.
  • Defeat X waves of enemies.
  • Kill all enemies within set amount of time.

Guardian

  • Protect NPC for a set amount of time.
  • Survive waves of enemies for a set amount of time.
  • Prevent area from being overtaken.

Mesmer

  • Fight a clone of yourself.
  • Distract Boss for a set amount of time.
  • Stop target from reaching door in time.

Engineer

  • Solve memory mini-game without making mistake.
  • Deliver item to NPC without dying.
  • Activate switches in sequence as fast as you can.

Ranger

  • Pick enemies off without sounding the alarm.
  • Disarm traps within the time limit.
  • Keep pet above X health for a set amount of time.

Elementalist

  • Defeat Boss using specific elements. (Boss changes elemental resistance periodically)
  • Complete series of tasks using specific elements.
  • Get to point X within the time limit.

Necromancer

  • Stop target from reaching point X.
  • Defeat Boss (Vulnerable to conditions only, changes periodically)
  • Kill X number of enemies within the time limit.

So not only would it be random in picking which profession is tested, but the test itself would be random as well. There would be a reward for the tested player if he succeeds (Only once per character/account) and a temporary buff for the entire team. The buff remains on the team so long as the player stays in the team. If the player fails, he gets a disability and the team gets a minor debuff. The debuff will stay even if the tested player is kicked off the team.

At any point, there would also be a small chance where more than one profession is tested, so we’d have more players put to the test. If both players succeed, team gets two buffs, but if only one does, then the team shall receive no buff.

Making Dungeons More Interesting

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Posted by: runeblade.7514

runeblade.7514

I don’t think that will make dungeons more interesting.

It’ll make dungeons more tedious. The people who do dungeons are there for quick rewards.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Making Dungeons More Interesting

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Posted by: Synesence.7546

Synesence.7546

I don’t think that will make dungeons more interesting.

It’ll make dungeons more tedious. The people who do dungeons are there for quick rewards.

The thing is, I don’t believe dungeons were meant to be created for just quick rewards. Plus, this would be optional, allowing teams that wish to avoid it to do so without any penalties. This option would be for players willing to take the challenge to have a chance to earn better rewards, or fail and have no severe consequences on the rest of the dungeon. Plus, this’ll give players an incentive to better learn their professions and play better, rather than go through the cycle of Stand-Attack-Heal continuously whilst relying on others to get them up when they go down. This gives skilled players a fun challenge whilst encourages newbies to learn their profession better.

It’d be interesting to have the team teleported to an area and watch their teammate go at the challenge. Would feel awesome to have spectators watch you play for a small bit.

Dungeons do need a revamp to make them more challenging, fun, rewarding, and worth completing, I agree. My suggestion simply a place to begin with to make it more fun.