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Dungeons and Dungeon Reward System Overhaul Needed.

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Posted by: Adzy.8370

Adzy.8370

Ramp up difficulty on bosses, that must be a joke. The bosses I’ve met already is hard enough. This game should be for everyone not just hardcore gamers. This is entertainment not serious business. Or make a hard difficulty.
The only problem I have with some bosses is that they take to long to kill so either increase the reward for spending that time to kill it or give them slightly less hp (not less deadly). Though one-shot-kill abilities is a bit excessive. I think you should have more than one chance if you (after 10 minutes of spamming the same boss) fail to dodge, especially if you guys want to take away respawn!

there are 4 difficulty paths in explore mode, each with a different difficulty level.

Dungeons and Dungeon Reward System Overhaul Needed.

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Posted by: Adzy.8370

Adzy.8370

Yeah, the dungeon armour is not some amazing reward that we should have to do rock hard dungeons 20 or 30 times to get. Some of the sets do look pretty cool, but I think 1 peice per run is much more inkeeping with the “no grind” philosophy, especially if you want to get a few sets.

The dungeons are (mostly) really, really hard and take 2-3 hours to complete (inb4 wannabe e-sport pro tryhards saying they’re too easy), I don’t see why we need to do them more than, say, 5 times to get a set of ok-ish looking armour?

I agree the difficulty of bosses is pretty weak compared with the difficulty of a group of 3 trash mobs tho. Bosses need to be scaled up to match the hardness of trash mobs.

well if it is not that great, you don’t have to grind for it. because the stats are on par with crafted exotic armor which is much more easier to obtain. just because you are a casual player doesn’t mean arenanet has to hand everything to you.

if you want to look different to other level 80, then start doing the dungeons.

Dungeons and Dungeon Reward System Overhaul Needed.

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Adzy.8370

Your kidding me right? You want 50-80 tokens per run? This is level 80 PRESTIGE EXOTIC armor. How about they just make Anet give us a free set once we hit level 80 cause this is where its heading.

FIRSTLY. WHERE did you see prestige? SOME sets looks like UTTER kitten, but still the majority is good enough from design’s point of view.

SECONDLY. It’s same exotic armor as any crafted exotic piece, or traded on TP, or WvW rewarded ones. Nothing but an aesthetic change for your character.

Tokens.You know, people who cares about such thing as aesthetic in PvP game (like me, lol) won’t stop after getting single dungeon set or even two-three sets. They will continue collecting other sets and believe me it still will take a LOT of time. So high token rewards (like 50-80) are needed.

Another thing: gold. Should be increased too. Just look at tremendous prices for cultural T3 sets. I don’t want to farm them for ages considering that I want to get at least 4 (FOUR) cultural T3 sets. I dont have THAT MUCH time to spend in game you know?

And last thing: karma. Should be added to the end reward for completing the dungeon. This is a reference to also high enough prices for karma gear in Orr. It is a solution for those people who like doing dungeons, not DE.

You see people who don’t care about looks are already having fun playing WvW and sPvP at the time cost of zero whilst we (PvE noobs) have to grind for ages.

Ok you asked why is Dungeon armor considered prestige. Well it is prestige because of the sheer time investment and difficulty that it takes to obtain a full set. That is why when you see someone with a full set, you think “wow, that player looks awesome.”

Secondly, its the same as any exotic armor because Arena Net decided that GW2 character progression isn’t going to be based on grinding for +1 Stats. It is instead designed to cater for the casual player, so they have end-game armor which is easily obtainable by crafting (as you mentioned) or off the Trading post, they continue to play content that is added to the game with out having to grind.

You want 50-80 tokens per run? Well when you see someone with Dungeon Exotic armor, you are going to think “oh, he chose to wear that armor,” rather than “wow that armor looks awesome, which dungeon is that from.” So basically you are lowering the value of all the dungeon exotic armor. Dungeon exotic sets were designed for the more ‘hardcore’ gamer, to give them something to do and work for – so if you are a casual player complaining that its too hard to get the set, well its OPTIONAL.

I can’t really make any suggestions on the gold you get from dungeons but i think you can make a fair profit from continuously doing dungeons. it really depends up to the skill of the player and how much time that player has. (just like in real life, time is money).

(edited by Adzy.8370)

Dungeons and Dungeon Reward System Overhaul Needed.

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Posted by: Adzy.8370

Adzy.8370

Your kidding me right? You want 50-80 tokens per run? This is level 80 PRESTIGE EXOTIC armor. How about they just make Anet give us a free set once we hit level 80 cause this is where its heading.

Dungeons and Dungeon Reward System Overhaul Needed.

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Adzy.8370

@barringer: maybe, but even that somewhat trivializes the armor sets into something you could pick up in a week, which just seems incredibly lame.

@Dan: honestly, I wouldn’t mind if they toned the Story mode dungeons down, if people seem to think they’re hard. It is the Explore modes I’m talking about above. I’d like to believe that would stop the whiners from demanding nerfs, but it seems there is a crowd which just wants to be handed the dungeon sets without doing the learning and progression.

Yes I agree that these armor sets need to have a decent time-investment. Right now the way Dungeon Tokens are collected are not challenging or rewarding , especially for CoF pre-nerf and Arah. Hopefully Anet will get it right next patch.

Or they could make new Armor's and Weapons on the Regular...

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Adzy.8370

it really isn’t that hard to operate a successful cash shop. just look at league of legends. i have friends that have spent over two thousand Australian dollars on that game. I’ve even spent over two hundred dollars on it. every single one of my friends have spent at LEAST over one hundred dollars. and the purchases are purely boosts and cosmetic.

Dungeons and Dungeon Reward System Overhaul Needed.

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Adzy.8370

Okay! I have come up with a good idea that gives players an incentive to complete all paths of a Dungeon and also the time investment (not going to call it a grind) that comes with obtaining Dungeon Exotic Gear.

Here are a different ways this could be implemented so:

When an individual player completes every type of explore mode path they receive a bonus relevant to that dungeon’s tokens/gear (one option only):

  1. The cost price of all dungeon exotic gear is reduced by 20%
  2. The individual player receives a BONUS amount of tokens to go towards purchasing gear for that Dungeon. (I was thinking 50 tokens, what do you guys think?)
  3. The player receives ONE piece of armor/weapon from that Dungeon (players choice).

So all of these options could definitely reduce the time investment that comes with Dungeon gear and also gives players a HUGE incentive to finish all explore mode paths which I think is needed. I would be happy with any of these suggestions being implemented because the time investment is still there, but it is significantly reduced when a group of players tackle every single explore mode path.

Dungeons and Dungeon Reward System Overhaul Needed.

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Adzy.8370

There’s one thing that would make me really happy with dungeon rewards and that’s a single, guaranteed item of rare quality (70+) so the payoff would be a potential ecto at least.

yeah hopefully when they address the rewards system they will add rare loot into chests at the end of the dungeon like ectoplasm or orichalum ingots.

Suggestion: re evaluate the balance of Elementalists in a group?

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Adzy.8370

never seen this at level 80.

Make "low level" crafting supplies useful in high level recipes.

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Adzy.8370

defeats the purpose of levelling up crafting.

Dungeons and Dungeon Reward System Overhaul Needed.

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Adzy.8370

i think you are missing the point. why must every thing be easy to obtain? some things need to be harder to obtain than others. this level 80 exotic gear it supposed to be prestige, so therefore it should be earned with hard work, not just handed over to every single player as they hit level 80.

Ranger Pets - Suggestions and Much Needed Improvements

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Adzy.8370

I really wouldn’t worry about Pet variety, you can almost guarantee there will be more types of pets added to the game. The way I see it you have an enormous amount of pets to choose from anyway.

And wow.. people want sheep and racoon pets? WTF this isn’t old mcdonalds farm.

My views on Story-Mode Dungeons

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Adzy.8370

Hopefully they are going to rework the mechanics in most of the dungeons. Get rid of super high HP mobs and give them abilities where players actually have to dodge and be aware of. AI such as aggro-range, aggro-duration need to be tweaked as well.

Go Ahead and Nerf Dungeons, But Give Us Hard Modes w/ Epic Loot In Exchange.

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Adzy.8370

I don’t understand the OP. The way I see it, every Dungeon has 3-4 different paths, each with a different difficulty level. They have good objectives, but the implementation is atrocious.

Dungeons and Dungeon Reward System Overhaul Needed.

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Adzy.8370

Working hard does not equal grind. Dungeon Exotic Armor is end-game gear specifically for AESTHETIC looks only, which means you can get the same stats on your gear by doing other things, but if you want to look good then get this Dungeon Exotic Armor.

The GRIND is optional. You are not forced to do this “Grind” if you want your Character to be stronger. This Exotic Set should not just be handed over to any casual player who gets carried through a Dungeon.

What the real problem is improving Dungeons for difficulty and (not Trash mobs with super high hitpoints and damage, rather giving them abilities and better AI),replay ability (not 3-hour long dungeons filled with trash packs serving no point other than prolonging the dungeon).

The difficulty of a dungeon shouldn’t be dictated by the amount of HP/DMG the enemies have, but by the strength of their abilities and skills, and how many different skills they could have.

(edited by Adzy.8370)

Where are the developers in-game?

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Adzy.8370

i came across a bunch when i first started. they were either AFK or pretending to be AFK.

Average player level 1 month in.

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Adzy.8370

80 Warrior
23 Ele
22 Guardian

Dungeons and Dungeon Reward System Overhaul Needed.

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Posted by: Adzy.8370

Adzy.8370

They need to find that balance in between “Grind” and just handing over a full set of exotic armor (being end-game gear). If they just hand it over then people are REALLY going to complain that its too easy and there is no end-game content and blah blah blah. I don’t mind working really hard for end-game gear.

Money Bleeds.

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Adzy.8370

gotta start budgeting and planning your next few waypoint trips.

Maybe the problem isn't the trinity, maybe its the dungeons

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Adzy.8370

A melee class should go ranged if the situation requires it (that’s why there are ranged weapons for each class), otherwise die and pay for your repair bills

Ending battle of Arah story mode: anti climatic

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Adzy.8370

Agreed, worst ending to a great story-mode dungeon. I actually wonder if ANet tested this dungeon themselves?

Whats going to happen to all those that have done Arah Speed Runs?

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Adzy.8370

im aware of the “exploit” you are talking about. it almost seems as if it was intended.

Ascalonian Catacombs explorer

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Adzy.8370

wow.. you have a level 60 and a level 80 as well!

Casual dungeons

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Adzy.8370

They also said dungeons are meant to be hard.

A (hopefully) explicit concern for 'endgame'

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Adzy.8370

This is a good post OP. I think every person who plays MMORPG’s wants to be able to brag, show-off or be able to showcase their skill or achievements. And there are a few different ways to do this, but what you are trying to say is most of these objectives are enormous time sinks.

Can we get a word from the devs on soulbound tokens? Also, other rants.

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Adzy.8370

Sorry but I disagree. Dungeon tokens should only be spent by the Character that earned them. The real problem is Dungeon replayability/difficulty/mechanics.

Sorrow's Embrace...and the other dungeons.

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Adzy.8370

Don’t be disheartened, once you get to level 80 you will most likely be geared enough to do the dungeon. And trust me, there won’t be much else to do.

Sorrow's Embrace...and the other dungeons.

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Adzy.8370

First I just want to ask you to state what level you are, how geared you are, and a bit of insight of your party composition (what levels/gear were they).

I have no desire to run dungeons...anyone ells?

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Adzy.8370

I will say it again as i did in many other threads.Explorable modes are NOT for pugs.They are only for cordinated groups that know what to do and how to support each other.
Explorable modes are Anets equivalent of WoW’s HC raids.That means they are NOT for everyone.

Yeah most people however are complaining about the TYPE of difficulty experienced in explore mode. The difficulty comes from the amount of hit-points and raw damage trash mobs have, not the actual mechanics of the game.

What is wrong with the current Dungeons (Exp Modes)

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Adzy.8370

Here is a copy paste of what I have already said in a number of other threads.

Dungeons need a complete rework. They need BIG changes and they would need to be balanced around my following suggestions.

  1. If you die in a dungeon (not downed) then you cannot respawn.
  2. If you die in a dungeon (not downed) you have a 60 second respawn timer.

For option 2: If a complete party is killed (aka wiped) then you fail that dungeon and must re-attempt it from the very start.

A problem with option 2 would be that if a player is downed during a fight, other players can just flee until the player is revived so they can reattempt the next part of the dungeon. That would be okay as long as the monsters aggro duration is increased (often you can just run away 10 metres and they stop chasing).

Why these suggestions will work? Because right now the dungeons are SUPPOSED to be challenging instances that require TEAMWORK, SKILL and GEAR. Right now players are just spamming auto attacks at trash mobs with super high hit-points or trash mobs with 1-shot kill mechanics which just AREN’T fun (I often alt-tab during prolonged fights where there is no real threat). Players are allowed infinite chances to continue dungeons even after multiple wipes (the only challenge is not to die so much). This allows players to attempt dungeons way beyond their skill, equipment and teamwork.

Or the opposite where players are getting 1-shotted, avoiding whole content altogether (running past mobs, sometimes even naked so gear doesn’t get damaged), farming the first 2 bosses of a dungeons for tokens rather than completing it, or complaining because the dungeon is way too hard or long (imbalance).

Of course if either of these suggestions are implemented then Dungeons will have to be reworked:

  • by removing 1-shot kill mechanics,
  • tweaking the number of trash mob packs,
  • balancing hit-points and DPS of bosses/mobs.

But personally I believe to make Dungeons more challenging and UNIQUE from non-instanced PvE content is giving those elite/boss packs unique skills such as AOE crowd-control (fears, slows, chills, stuns), AOE damage-over-time (bleeds, burns) and other unique abilities such as knockdowns, frenzy, move-speed buffs, debuffs, knockbacks, invulnerability (super short duration, aka Wraithlord Hunter in Arah). With the amount of different unique abilities you can give to enemy monsters and how they can mix and match will result in endless dungeon mechanics and gameplay.

In regards to the paragraph above, my favorite boss would have to be the Asura golem at the start of Caudecus Manor. Even though his rockets are 1 shot kill (and have super fast projectile speed), the first time I faced him was awesome! Why? Because he has a number of different skills which players actually have to be skilled to fight him (not sure if players can still sit on ledge to avoid rockets still), such as the rockets, whirling flames and the blitz-pull (league of legends reference).

TL;DR Give proper death penalty in dungeons (at least Explore mode, I could understand keeping Story-Mode softcore), and kitten off the packs of trash mobs and give small packs of mob and elite/bosses more Unique Abilities and skills/passives rather than give us a Veteran or Champion trash mob.

Token System Suggestion in Spoiler


The token system wouldn’t need a rework if dungeons were actually fun and challenging. My only suggestion is that give more tokens for harder paths, and only award tokens at the end of the dungeon or award tokens on the difficulty of the boss (number of tokens received per chest increases as you progress through) so it’s more efficient to complete the dungeon rather than farm the first two bosses for example. Also the final boss of a dungeon should have a super small percent chance (less than 0.5%) to drop an Exotic/Rare item relevant to that dungeon (or anything kitten useful like ectoplasm or 5 orichalum ingots).

For people complaining about Dungeon GRINDING
Grinding for Dungeon tokens is completely 100% optional because the stats on the Dungeon Exotic gear are not the best you can acquire. In fact if you want the best stats you should be looking at crafting your own gear, or buy it off the Trading Post (I understand that gold is harder to get now but these are your options). But here is the deal, if you want to look like every single level 80, then don't run dungeons... On the other hand, if you want to look like intimidating and awesome, then get the Dungeon Exotic Gear of your choice. And for the more casual players who don't have hours on end to spend farming tokens, there is the Rare set of dungeon gear you can also acquire however all Rare dungeon armor sets will have the same appearance, but they still look nice and the stats aren't that bad either.

(edited by Adzy.8370)

Dungeon smart design, fun factor, ideas

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Adzy.8370

I can’t imagine them doing this too all the current Dungeons, but definitely has already been implemented in some Bosses in GW2 (Jormag) and most likely happen in future patches/content.

I have posted a huge piece about dungeons on a number of other threads maybe you could read that also (sort of similar to what you are trying to say here).

(edited by Adzy.8370)

How about implementing one of those dungeon bosses in PvE world environment?

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Adzy.8370

I think some of the world events just need a little tweaking to be honest. For example Jormag the Claw is actually quite challenging and requires a number of skilled/geared players to complete. All they need to do is fix the Mob Spawns and make sure players can’t stand in spots where they don’t get damaged.

Current state of PvE & dungeons

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Posted by: Adzy.8370

Adzy.8370

Dungeons need a complete rework. They need BIG changes which I am going to suggest and dungeons would need to be re-balanced around my following suggestions if they were to be implemented.

  1. If you die in a dungeon (not downed) then you cannot respawn.
  2. If you die in a dungeon (not downed) you have a 60 second respawn timer.

For option 2: If a complete party is killed (aka wiped) then you fail that dungeon and must re-attempt it from the very start.

A problem with option 2 would be that if a player is downed during a fight, other players can just flee until the player is revived so they can reattempt the next part of the dungeon. That would be okay as long as the monsters aggro duration is increased (often you can just run away 10 metres and they stop chasing).

Why these suggestions will work? Because right now the dungeons are SUPPOSED to be challenging instances that require TEAMWORK, SKILL and GEAR. Right now players are just spamming auto attacks at trash mobs with super high hit-points or trash mobs with 1-shot kill mechanics which just AREN’T fun (I often alt-tab during prolonged fights where there is no real threat). Players are allowed infinite chances to continue dungeons even after multiple wipes (the only challenge is not to die so much). This allows players to attempt dungeons way beyond their skill, equipment and teamwork.

Or the opposite where players are getting 1-shotted, avoiding whole content altogether (running past mobs, sometimes even naked so gear doesn’t get damaged), farming the first 2 bosses of a dungeons for tokens rather than completing it, or complaining because the dungeon is way too hard or long (imbalance).

Of course if either of these suggestions are implemented then Dungeons will have to be reworked:

  • by removing 1-shot kill mechanics,
  • tweaking the number of trash mob packs,
  • balancing hit-points and DPS of bosses/mobs.

But personally I believe to make Dungeons more challenging is giving those elite/boss packs unique skills such as AOE crowd-control (fears, slows, chills, stuns), AOE damage-over-time (bleeds, burns) and other unique abilities such as knockdowns, frenzy, move-speed buffs, debuffs, knockbacks, invulnerability (super short duration, aka Wraithlord Hunter in Arah).

In regards to the paragraph above, my favorite boss would have to be the Asura golem at the start of Caudecus Manor. Even though his rockets are 1 shot kill (and have super fast projectile speed), the first time I faced him was awesome! Why? Because he has a number of different skills which players actually have to be skilled to fight him (not sure if players can still sit on ledge to avoid rockets still), such as the rockets, whirling flames and the blitz-pull (league of legends reference).

TL;DR Give proper death penalty in dungeons (at least Explore mode), and kitten off the packs of trash mobs and give small packs of mob and elite/bosses more Unique Abilities and skills/passives rather than give us a Veteran or Champion trash mob.

Token System Suggestion in Spoiler


The token system wouldn’t need a rework if dungeons were actually fun and challenging. My only suggestion is that give more tokens for harder paths, and only award tokens at the end of the dungeon or award tokens on the difficulty of the boss (number of tokens received per chest increases as you progress through) so it’s more efficient to complete the dungeon rather than farm the first two bosses for example. Also the final boss of a dungeon should have a super small percent chance (less than 0.5%) to drop an Exotic/Rare item relevant to that dungeon (or anything kitten useful like ectoplasm or 5 orichalum ingots).

For people complaining about Dungeon GRINDING
Grinding for Dungeon tokens is completely 100% optional because the stats on the Dungeon Exotic gear are not the best you can acquire. In fact if you want the best stats you should be looking at crafting your own gear, or buy it off the Trading Post (I understand that gold is harder to get now but these are your options). But here is the deal, if you want to look like every single level 80, then don't run dungeons... On the other hand, if you want to look like intimidating and awesome, then get the Dungeon Exotic Gear of your choice. And for the more casual players who don't have hours on end to spend farming tokens, there is the Rare set of dungeon gear you can also acquire however all Rare dungeon armor sets will have the same appearance, but they still look nice and the stats aren't that bad either.

(edited by Adzy.8370)

Dungeon Updates

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Posted by: Adzy.8370

Adzy.8370

my take on dungeons…..

Dungeons need a complete rework. They need BIG changes and they would need to be balanced around my following suggestions.

  1. If you die in a dungeon (not downed) then you cannot respawn.
  2. If you die in a dungeon (not downed) you have a 60 second respawn timer.

For option 2: If a complete party is killed (aka wiped) then you fail that dungeon and must re-attempt it from the very start.

A problem with option 2 would be that if a player is downed during a fight, other players can just flee until the player is revived so they can reattempt the next part of the dungeon. That would be okay as long as the monsters aggro duration is increased (often you can just run away 10 metres and they stop chasing).

Why these suggestions will work? Because right now the dungeons are SUPPOSED to be challenging instances that require TEAMWORK, SKILL and GEAR. Right now players are just spamming auto attacks at trash mobs with super high hit-points or trash mobs with 1-shot kill mechanics which just AREN’T fun (I often alt-tab during prolonged fights where there is no real threat). Players are allowed infinite chances to continue dungeons even after multiple wipes (the only challenge is not to die so much). This allows players to attempt dungeons way beyond their skill, equipment and teamwork.

Or the opposite where players are getting 1-shotted, avoiding whole content altogether (running past mobs, sometimes even naked so gear doesn’t get damaged), farming the first 2 bosses of a dungeons for tokens rather than completing it, or complaining because the dungeon is way too hard or long (imbalance).

Of course if either of these suggestions are implemented then Dungeons will have to be reworked:

  • by removing 1-shot kill mechanics,
  • tweaking the number of trash mob packs,
  • balancing hit-points and DPS of bosses/mobs.

But personally I believe to make Dungeons more challenging is giving those elite/boss packs unique skills such as AOE crowd-control (fears, slows, chills, stuns), AOE damage-over-time (bleeds, burns) and other unique abilities such as knockdowns, frenzy, move-speed buffs, debuffs, knockbacks, invulnerability (super short duration, aka Wraithlord Hunter in Arah).

In regards to the paragraph above, my favorite boss would have to be the Asura golem at the start of Caudecus Manor. Even though his rockets are 1 shot kill (and have super fast projectile speed), the first time I faced him was awesome! Why? Because he has a number of different skills which players actually have to be skilled to fight him (not sure if players can still sit on ledge to avoid rockets still), such as the rockets, whirling flames and the blitz-pull (league of legends reference).

TL;DR Give proper death penalty in dungeons (at least Explore mode), and kitten off the packs of trash mobs and give small packs of mob and elite/bosses more Unique Abilities and skills/passives rather than give us a Veteran or Champion trash mob.

Token System Suggestion in Spoiler


The token system wouldn’t need a rework if dungeons were actually fun and challenging. My only suggestion is that give more tokens for harder paths, and only award tokens at the end of the dungeon or award tokens on the difficulty of the boss (number of tokens received per chest increases as you progress through) so it’s more efficient to complete the dungeon rather than farm the first two bosses for example. Also the final boss of a dungeon should have a super small percent chance (less than 0.5%) to drop an Exotic/Rare item relevant to that dungeon (or anything kitten useful like ectoplasm or 5 orichalum ingots).

Whats going to happen to all those that have done Arah Speed Runs?

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Adzy.8370

did Anet finally fix it… for the second time?

I have no desire to run dungeons...anyone ells?

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Posted by: Adzy.8370

Adzy.8370

Dungeons need a complete rework. They need BIG changes and they would need to be balanced around my following suggestions.

  1. If you die in a dungeon (not downed) then you cannot respawn.
  2. If you die in a dungeon (not downed) you have a 60 second respawn timer.

For option 2: If a complete party is killed (aka wiped) then you fail that dungeon and must re-attempt it from the very start.

A problem with option 2 would be that if a player is downed during a fight, other players can just flee until the player is revived so they can reattempt the next part of the dungeon. That would be okay as long as the monsters aggro duration is increased (often you can just run away 10 metres and they stop chasing).

Why these suggestions will work? Because right now the dungeons are SUPPOSED to be challenging instances that require TEAMWORK, SKILL and GEAR. Right now players are just spamming auto attacks at trash mobs with super high hit-points or trash mobs with 1-shot kill mechanics which just AREN’T fun (I often alt-tab during prolonged fights where there is no real threat). Players are allowed infinite chances to continue dungeons even after multiple wipes (the only challenge is not to die so much). This allows players to attempt dungeons way beyond their skill, equipment and teamwork.

Or the opposite where players are getting 1-shotted, avoiding whole content altogether (running past mobs, sometimes even naked so gear doesn’t get damaged), farming the first 2 bosses of a dungeons for tokens rather than completing it, or complaining because the dungeon is way too hard or long (imbalance).

Of course if either of these suggestions are implemented then Dungeons will have to be reworked:

  • by removing 1-shot kill mechanics,
  • tweaking the number of trash mob packs,
  • balancing hit-points and DPS of bosses/mobs.

But personally I believe to make Dungeons more challenging is giving those elite/boss packs unique skills such as AOE crowd-control (fears, slows, chills, stuns), AOE damage-over-time (bleeds, burns) and other unique abilities such as knockdowns, frenzy, move-speed buffs, debuffs, knockbacks, invulnerability (super short duration, aka Wraithlord Hunter in Arah).

In regards to the paragraph above, my favorite boss would have to be the Asura golem at the start of Caudecus Manor. Even though his rockets are 1 shot kill (and have super fast projectile speed), the first time I faced him was awesome! Why? Because he has a number of different skills which players actually have to be skilled to fight him (not sure if players can still sit on ledge to avoid rockets still), such as the rockets, whirling flames and the blitz-pull (league of legends reference).

TL;DR Give proper death penalty in dungeons (at least Explore mode), and kitten off the packs of trash mobs and give small packs of mob and elite/bosses more Unique Abilities and skills/passives rather than give us a Veteran or Champion trash mob.

Token System Suggestion in Spoiler


The token system wouldn’t need a rework if dungeons were actually fun and challenging. My only suggestion is that give more tokens for harder paths, and only award tokens at the end of the dungeon or award tokens on the difficulty of the boss (number of tokens received per chest increases as you progress through) so it’s more efficient to complete the dungeon rather than farm the first two bosses for example. Also the final boss of a dungeon should have a super small percent chance (less than 0.5%) to drop an Exotic/Rare item relevant to that dungeon (or anything kitten useful like ectoplasm or 5 orichalum ingots).

(edited by Adzy.8370)

There is a lot of Repetition

in Audio

Posted by: Adzy.8370

Adzy.8370

my most hated quote.

Death??? Good!

hearing that from lvl 40-80 content.

How many times do I have to report someone?

in Guild Wars 2 Discussion

Posted by: Adzy.8370

Adzy.8370

dw man people are getting banned!! (maybe not bots but people who swear in public chat aka me)

Why I'm sticking it out with gw2...

in Guild Wars 2 Discussion

Posted by: Adzy.8370

Adzy.8370

Honestly i love the game. But what anet did was spent the budget on art and graphics and forgot to put anything meaningful into the beautiful world. Bad loot system. You already know. I think a lot of things will be fixed. But i think a lot will not be. Loot being 1.
I just shelved the game till i see them fix everything. Notice how EVERYONE (even haters) say how pretty the game is. And it is! But the content and design is seriously flawed. You’ll get it anet. Just listen to the ppl paying you. B/c only a small fanboy base is calling this game a success.

agree 100%. your posts are my thoughts in words.

Loot Dodging

in Guild Wars 2 Discussion

Posted by: Adzy.8370

Adzy.8370

huh?, wha?, hmmm, you are!, Are you?, Seriously?
So basicly you are very crypticly saying there is in your opinion something wrong with the loot and the reward. What I’m missing however in your very well made question is what in your opinion should be wrong with it?. There is a lot of loot for a lot of different things i nthe game. Are you getting not enough loot? are you getting the wrong loot? are you upset that fish give loot like shoes??. All might be valid (specially that it is simply wrong that a fish drops shoes), but I would advise you to state what you mean. Somehow I don’t think it is as fishy that fish are nipping peoples shoes (though I once got a shoe on my line when I was fishing, but im sure im getting out of context here).

Your second question then, I might be wrong but again I’m afraid your trying to make a statement that my limited mind can’t understand. Do you mean that the amount of rewards are too low againb? or do you want more skins? and what loot do you mean? you want different skins for broken lock picks??

Then you ask if loot is working as intended. Well, so far you didn’t really made a point bout telling there could be a problem with it, you might be hinting to that optinion, but its all very confusing on our part so I think the answer in this situation is really yes.

Then you claim that the community wants to hear things. I am starting to think that you need an answer from a shrink and not from a dev. MPS (multiple personality syndrome) is a very serious condition. So if you feel that you are more then one person I would advise you to get serious help. Maybe you play too much video games and then you should uninstall your entire pc and smash it into bits and pieces (specially the last thing is a very good start of therapy).

Last off all you claim the devs have been quit. To be honest. since the introduction of this forum I’m very happy to hear directly from the devs and not from a pr-employee (no offense to you lot, your doing a great job as well). I understand they don’t have time to answer every question cause now the game is live they are very busy to evaluate all the meta data comming in, b out e.g. how difficult is to get a certain item, and how many white dyes actually pop-up on the TP. And maybe the price is too high and they should drop more often. Those things cannot be predicted before release, so the devs are really busy. So, if you want my support I really need that tinfoil and a lot of chemtrails in my living room.

try not to tell people they have mental illnesses. your post had no value whatsoever and i think it was for trolling purposes only.

i think the OP is right, there is no real good item drops in this game. now that nerfs to farming have come into play we will just have to see where Anet go with this but it seems like most of the community is not pleased with these changes.

Camp Kits! (cook food, custom teleport point)

in Suggestions

Posted by: Adzy.8370

Adzy.8370

there is already enough NPC settlements. however i do support a portable waypoint for party/guild members (PvE only).

Dungeon armor sets preview bugged?

in Fractals, Dungeons & Raids

Posted by: Adzy.8370

Adzy.8370

i don’t get why they have the normal ones tbh

for casual players who want decent stats, but don’t have an endless amount of time to farm for the slightly better gear (which also look’s a lot better).

My Brief Walk To Dungeon Fun

in Fractals, Dungeons & Raids

Posted by: Adzy.8370

Adzy.8370

haha this is so true and good. hope that fix is coming soon, but id prefer if they took their time on this and got it right.

Current state of PvE & dungeons

in Fractals, Dungeons & Raids

Posted by: Adzy.8370

Adzy.8370

Yeah I agree with you 100% – thanks for writing this. This is funny because I calculated 75 hours to get the full Arah Exotic set (not including weapons) because of how the Dungeon is poorly designed and there is no incentive to complete the Dungeon or try different routes because there is a stand-out method to farming tokens the fastest.

The sad thing is, even though I really find it boring – there is actually nothing else to do!

What do you think is overall the best profession, and why?

in Guild Wars 2 Discussion

Posted by: Adzy.8370

Adzy.8370

Warrior is easily #1. For guardians out there, wait til you hit level 80 and complain about how much lower your hitpoints are compared to Warriors.

So basically Warriors are tankier, do more damage, have a better ranged option and still provide awesome mobility and buffs for your party.

Nvidias reason why Anets performance stinks and for Video cards.

in Guild Wars 2 Discussion

Posted by: Adzy.8370

Adzy.8370

i have a gaming laptop (quadcore 2.2ghz 16gb ram 2gb graphics) with a nvidia card and i still experience massive FPS drop in WvW even with low settings. what is this SLI usage that i should disable and what effects is it going to have on my laptop?

Disappointed by Daily Achievement rewards.

in Guild Wars 2 Discussion

Posted by: Adzy.8370

Adzy.8370

i seriously dont even bother looking at daily/monthly achievements. they are just rewards that you receive while “playing” the game. don’t actively seek out to complete these achievements or expect to be disappointed.

The flavor text in this game...

in Guild Wars 2 Discussion

Posted by: Adzy.8370

Adzy.8370

definitely one thing arena did really well. i enjoy listening to cut scenes and i think the voice acting (for the human personal story) is really good! i really like my characters voice and i am a big fan of trahearne too!

Removing the gear treadmill for even stat items.

in Suggestions

Posted by: Adzy.8370

Adzy.8370

how about they just hand us all the good gear as soon as we hit level 80 so we don’t even have to play the game.

Ranger Pets - Taming a Elder Dragon's Minion

in Suggestions

Posted by: Adzy.8370

Adzy.8370

i dont want a stinky undead monster following me around.