Showing Posts For Blitz.5367:
So just beat Ghost Eater got this —>http://wiki.guildwars2.com/wiki/Ghost_Eater%27s_Hide
Liking these new dungeon loot changes!
Ahhh I see your point adding additional tabs that would allow you to see other guild chats would be tremendous for this.
As of right now many of you are frustrated with the lack of a good Looking For Group system. So I was thinking what if we used Guilds as a way of creating our own LFG temp. solution.
How it would work:
1. First establish a guild representing each dungeon currently in the game.
2. Invite everyone who is interested in running that dungeon into said guild.
3. When interested in running the dungeon click represent guild and use the guild chat to locate others also interested in running the dungeon.
4. When finished running the dungeon go back to representing your original guild (if permanently done with dungeon leave the guild).
These temporary guilds would only be used for running dungeons and would not be used or ran as if actual guilds.
As a necro it would be wonderful to be able to either turn this trait off or have grubs not spawn on the jagged horrors that get auto spawned from killing grubs or w/e. It rather annoying to have your jagged horror run up to lupicus and spawn a grub right on top of him
The DE quest chains are broken in all three areas on Yaks Bend.
It’s a back item but unlike my other back item I can’t put a gem/jewel into it is this intentional?
So was running Arah Explorer Mode today and noticed some bugs with giganticus lupicus…
1. He reset himself at one point by shadow stepping past someone by the door into the door frame. This caused him to completely reset.
2. Many of his phase 2 aoe projectiles not only hit outside of their indicated red circles some red circles just don’t show up (I know he also throws them out towards you without the circles this is not that).
With the newest dungeon update I feel as if many concerns I had about dungeons still remain unaddressed. If someone could help explain some of these to me then mybe I’ll have a better undersstanding of why they designed the dungeons the way they did.
1. “Trash mobs” in dungeons are at times more difficult then the bosses. The best example I can think of is in Arah risen mages, elementalists and hunters are often much more difficult then the first 2 bosses of the forgotten path.
2. Despite getting rid of the holy trinity dungeons still feel like they require specific professions ike the gurdian who’s healing and tankyness are a must. While other profs feel like an after thought in dungeons. (Maybe I’m playing the necro wrong, curse necro, but compared to the guardian I feel much less useful). Does this mean I should make a lvl 80 guardian to farm Arah tokens for my necro? That just makes no sense to me why I can’t get tokens with the profession I want to use the tokens for. Even your update says tokens are now account bound so you can farm tokens with one character for another.
3. Dungeon rewards feel undervalued vs the difficulty required to get them. I can get blues and greens much easier by farming events with magic find then trying to complete a dungeon.
4. Dungeon’s of lower level allow the purchase of lvl 80 gear with their tokens despite that Arah is a more difficult dungeon vs CoF. In Arah mobs and bosses are lvl 80+ with those in the dungeon sporting lvl 80 gear and such vs a lower lvl dungeon like CoF where yes your lvl is downscaled however you still bring in your higher lvl gear, full trait trees and all skills you want unlocked.
5. Time required to complete paths is disparingly different. Most Arah paths I’ve found take nywhere between 2-5 hrs depending on group and path length while I’ve been reading people doing under 30min CoF runs. The time commitment seems disproportiant to the rewards.
Again I’m not saying dungeons are to hard just that I am confused on some of tnere design decisions.
While in the forums and playing the game I’ve been hearing a ton about how dungeons are to hard one minute then others say they are just fine, so I propose a tiered system of difficulty for dungeons. Similar to WoW with heroic and non-heroic versions of the dungeons, these would be labeled as such: Explorer Mode and Explorer Mode (Veteran).
Explorer Mode (Veteran) – Upon first completing a route for the day a player would receive 60 tokens. Throughout the instance players upon killing an enemy boss or mob would receive a stack of Veteran’s Cunning up to 25 stacks. Veteran’s Cunning would provide the player with 1% Magic Find, 1% Extra gold from monsters and a .05% chance to find a rare or exotic item (Full 25 stacks would provide 25%MF, 25%EGfM and 5% chance to find a rare or exotic item). (Time to complete a path 75 – 105 minutes)
Explorer Mode (Regular) – Upon first completing a route for the day a player would receive 30 tokens. All monsters and bosses would have reduced vitality, toughness and power. (Time to complete 45 – 60 minutes)
The idea here is that regular EM would allow PuGs to still exist for dungeons and still be able to complete those dungeons just on a much easier setting and for reduced rewards. While an experienced and coordinated group could go for the Veteran EM and get the benefit of double the dungeon tokens and the Veteran’s Cunning stacks. The Veteran’s Cunning would also be added incentive for people to continue to play the dungeon even if the tokens are not needed anymore. An easier setting would also allow others to learn the dungeon routes before attempting to continue them on the much more difficult setting of Veteran.
I would love to hear feedback for this idea and thanks for reading!
With the newest dungeon update I feel as if many concerns I had about dungeons still remain unaddressed. If someone could help explain some of these to me then mybe I’ll have a better undersstanding of why they designed the dungeons the way they did.
1. “Trash mobs” in dungeons are at times more difficult then the bosses. The best example I can think of is in Arah risen mages, elementalists and hunters are often much more difficult then the first 2 bosses of the forgotten path.
2. Despite getting rid of the holy trinity dungeons still feel like they require specific professions ike the gurdian who’s healing and tankyness are a must. While other profs feel like an after thought in dungeons. (Maybe I’m playing the necro wrong, curse necro, but compared to the guardian I feel much less useful). Does this mean I should make a lvl 80 guardian to farm Arah tokens for my necro? That just makes no sense to me why I can’t get tokens with the profession I want to use the tokens for. Even your update says tokens are now account bound so you can farm tokens with one character for another.
3. Dungeon rewards feel undervalued vs the difficulty required to get them. I can get blues and greens much easier by farming events with magic find then trying to complete a dungeon.
4. Dungeon’s of lower level allow the purchase of lvl 80 gear with their tokens despite that Arah is a more difficult dungeon vs CoF. In Arah mobs and bosses are lvl 80+ with those in the dungeon sporting lvl 80 gear and such vs a lower lvl dungeon like CoF where yes your lvl is downscaled however you still bring in your higher lvl gear, full trait trees and all skills you want unlocked.
5. Time required to complete paths is disparingly different. Most Arah paths I’ve found take nywhere between 2-5 hrs depending on group and path length while I’ve been reading people doing under 30min CoF runs. The time commitment seems disproportiant to the rewards.
Again I’m not saying dungeons are to hard just that I am confused on some of tnere design decisions.