Showing Posts For Doomgrin.8359:
Many of these had been stated, just restating some to show my support:
Boss fights, they should not last more than 1 minute per mechanic in the fight. Meaning if all the boss does is walk around and breath on ya, he should only have enough HP to survive 1 minute of sustained damge
Magic find was a novel idea to create a hardmode. Problem is that it is not a decision a party gets to make. A player gets to chose to put the burden on the rest of the party which is many times a PUG. Get rid of the MF stat on gear. My recommendation is have MF be a multiplier of your world completion %. Your character has traveled thus he knows where to find the better items at.
I am tired of the “skip” dungeons where players exploit terrain or slow AI in order to rush to the only thing worth getting in the dungeon and that is the final 60 tokens and 27s. Make the money a percentage of the mobs cleared, or at least a percentage of so many mini-bosses or mini-events.
Create a token exchange NPC market. You already know how often each dungeon it getting run. Have an NPC that will exchange tokens of one dungeon for another based off of the previous week’s average runs. Meaning, if TA was run the least last week, its tokens are worth more to exchange for other dungeons up to a max of 1:1. Gives flexibility and encourages more runs on different dungeons.
Use the dungeons as part of the legendary process. Exchange X number of tokens for a gift needed for certain legendaries. Farming world mobs endlessly to simply buy your legendary components really devalues legendaries as anything but farming achievements.
Introduce daily/weekly dungeon runs for bonuses. NPC wants X bosses killed and is will to give you a reward (tokens, chest, BL keys/kits, whatever)
Fractals – standardize the levels into tiers so people are not so segregated in forming PUGs. Also make it so that running 6 different fractals levels you the same as 3 in a row. Since you would need to track which fractals were run by a player, have the RNG that picks your fractals use logic of the least run in the group. And definitely, figure out a way for players that DC to get back into the fractal. Lock in the character so people cannot play switching games for credit if need be.
Yep. Exactly agree with these 2 posts above me.
I see nothing wrong about legendaries beeing about gold. They are just epxensive awesome toys.
So whoever is willing to grind 10 hour a day will just have his toy sooner, dont see anything wong with that.
No one here can complain that legendary is about grind! IF ITS about grind, its only because YOU choose to grind and you want it now, you are unpatient.
I should be done with my legendary in a week.
Did I farm a alot? Yes. Did I enjoyed it? Yes. Am I unpatient and HC player? Yes.
Do I enjoy story or quests? No.But I know players that dont farm or grind ever, they just do dungeons, wvw, world events, spvp, etc. becaues they dont mind getting their legendaries in a year. Thats how it supposed to be.
And besides the gift of exploration and gift of battle, farm 1,000,000 karma (with daily and monthly that is not that hard now) and buy gold with gems…. May as well just put the skins on the TP for all they are really worth.
Legendaries are not Legendary. They are not game accomplishments. They are simply how long you can stand farming a single spot. The only “effort” in them right now is research the interwebz for the most efficient farm spot.
I am not even asking them to remove the current method, but I want them to live up to their ideal of flexibility. Heck the method I suggest would require you have conquered the major of the game’s PvE content, and a process taking up to 3/4 of a year.
I am sad to say it but Legendaries = WoW’s grind game play model. A tragedy for what is the pinochle of PvE achievement in the game.
(edited by Doomgrin.8359)
Here is what I think would be a good alternative:
Precursor: get one precursor for completing each explorer mode path for each dungeon. Make it so this can be done once per character.
Monthly achievement: get to pick a gift that can be used towards a legendary (twilight would take 8 months or so for example). The farming route can be an alternative but not required.
Instead of you making it in the Mystic Forge, add some grandmaster weaponsmith, a mystical like character perhaps a dwarf or some ethereal being, anyways… sending you on an epic quest line similar to the story series, perhaps can only be started once your personal story is completed.
uhmm, no.
A guaranteed precursor for explorer mode for dungeons that already have walk-through guides all over the internet? THis is just smells like “welfare epic” system of WoW. I like the fact that there’s a bit of luck involved in getting precursor, if you are lucky, u get it from an events or chest drop, if not, you grind and save gold and you buy yourself one that’s determined by the market demand.
First – there are guides for everything, so that is a moot point.
Let me clarify, the precursor (which is no more powerful than any exotic) for doing ALL paths. You already have a chance of getting it in a chest, but it is more available a a MF gamble? That is not Legendary; that is lottery.
Here is what I think would be a good alternative:
Precursor: get one precursor for completing each explorer mode path for each dungeon. Make it so this can be done once per character.
Monthly achievement: get to pick a gift that can be used towards a legendary (twilight would take 8 months or so for example). The farming route can be an alternative but not required.
Instead of you making it in the Mystic Forge, add some grandmaster weaponsmith, a mystical like character perhaps a dwarf or some ethereal being, anyways… sending you on an epic quest line similar to the story series, perhaps can only be started once your personal story is completed.
Here is a wild idea, why not tie magic find to % map complete? Meaning your character is more versed in the world so they are able to find better items. This encourages people to spread out amongst the world. I would each suggest a decay system on perhaps a monthly basis when maps do not change (the hearts make the most sense). Let me explain:
I explore the map and my MF goes up equaling my Map %
Each monthly reset, my % bonus goes down as my oldest hearts reset OR if new content is added to the world.
What this does is encourages people that want better loot to fully explroe the game, but peopel do not have to suffer stats loss from MF gear.
It is simple: your skills are determined by your equipped weapons. The game is about simplicity and flexibility being merged. More weapon options give flexibility. The elegance of the system is hampered by the inventory/equip mechanics. Time to update!
MF gear stacks power and precision. Trait yourself to stack toughness and vitality. Done.
It is obvious that the game is designed primarily with three different aspects that are very different from each other: PvE, SPvP and WvW. I also would sub-divde PvE into World and Dungeon.
Many MMOs have come around to the realization that one does not fit all in a game designed around themepark. They have already given SPvP a whole different set of traits and gear, why not WvW and even dungeons being separate from world PvE?
Just like the bank slot and bag slots, I would be willing to pay for gear/trait sets for convenience. Here is what I would like to see:
1) traits set to switch upon entering the different areas. Put in an option that says, manual switch only, always on entering, or pop-up to request
2) gear sets, just like they already have the town clothing set.
If Arenanet wants to make money off of it, sell sets by category and number so perhaps dungeon-set1 is 200 gems for example.
I am a bit torn on this. One one hand, you want 100% completion without getting 100% completion. By 100% completion I mean going to every part of the game. The flip side is that if your server or playtime puts you at a disadvantage that you either face not getting completion or switching servers to do so.
I personally believe that you should have separate rewards/achievements for WvW as PvE. There should be 2 map completion separate for each other with rewards geared towards the separate type of play,
Because of the down-leveling aspect of the game, the numbers become quite arbitrary. Sure seeing the big numbers also makes gamers giddy, but I would like an option that makes it a big more standard as you go from area to area, zone to zone.
First: the health pool / bubble: please give an option to make this a percentage. Running around a single zone this goes up and down. Everyone just eyeballs the red to see roughly what % they are at. Also, since many traits are triggered by percentage it would be nice to use a common format
Heals/Damage as a percentage: similar to the health pool, this gives a common framework to know how you are doing as you visit different areas in the game. X ability does 5% damage, give or take how far you are down-leveled. This means a lot more to me than against an ooze in Cursed shore I did 2000 damage and in Plains of Ashford I did 50 damage when in essence they are the same thing. Probably need to take it one or 2 decimals (again should be a controllable option) for guys like champs and bosses.
First off, I love the idea of down-leveling. I keeps the idea that 3 wolves on your heels is a dangerous thing. I enjoy seeing the whole world with feeling like a steam-roller on a sight-seeing tour.
However, there does come a point that the sight-seeing is done, and even revisiting favorite zones because pointless unless helping a friend or farming low-level mats to raise yet another crafting skill.
What players need are tangible rewards, or a system of exchange, or really make going to these zones worth it. My first suggestion would be that dungeon tokens drop off of champs in a zone and a chance off of veterans. Also include them as part of the zone completion and/or hearts.
This of course needs to be tempered so that dungeons do not become obsolete. Make the drop rate less than to perhaps half what someone would get from a dungeon.
I also would add an NPC (or NPCs) that will exchange tokens for crafting materials. Put the NPCs in the level appropriate zones and they are only available if you have completed the zone. Maybe link them to the explorer society we make mail from each time we complete a zone.
The trick is to give people options without creating a must-do method. Also to reward folks for going out and participating in the whole world.