I can’t seem to post in the suggestions forum, it seems to have been archived.
Concept
With the addition of new high difficulty bosses I think we could use a way to better the incentives for killing them, especially on lower population servers where getting the number of players needed is hard. I think the best way to do that without making their loot better is to introduce a guild mission archetype based around slaying them. Also by making the missions shareable in some way it makes it easier for smaller guilds to coordinate their efforts.
Mechanics
My idea (which could likely be improved upon) would to have this mission type be built like any other mission. When a suitably ranked guild member activates the mission the active mission would read out the upcoming times for high difficulty bosses. Activating the Guild Hunt marker at the boss staging area would lock the guild mission to that boss. Multiple guilds can activate the same marker in order to work together. Large organized backbones from this would make it easier for PUGs to contribute as well.
Rewards
Standard guild mission rewards: merits, commendations, bonus rares, etc.
Players in the area can assist for normal boss rewards.
Expected outcome
Smaller PVE guilds will be able to organize successful kills, gain recognition on their servers, and be able to rally adequate players.
Guild leaders will be able to work together to organize large groups, its much easier for a few members of leadership to organize events than it is for individual members to do so.
Creates an extra incentive that is both hard to obtain and not overpowering.
Issues
I’m not sure how to prevent there being a favorite boss (due to the inevitable conclusion of one being easiest / more efficient) without restricting the ability of guilds to work together, or creating issues from longer respawn timers. This could be solved more easily once there is more high end bosses available.
Probably all kinds of other issues I haven’t considered.
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