xpost from my reddit reply, will only drop it in the Suggestion thread.
A while back, I posted a proposed fix for the fractal weapon problem. While ANY change to that system would be welcome, I wanted to preserve the difficulty of getting the weapon without making it impossible, and reward those players that went the extra mile and made it to 48+ by allowing them to get their desired weapons faster than someone at 20.
Here’s the recipe. Of course the recipe can always be tweaked.
On the rest of the points, I really like them.
Well except for the ascended rings count as rares part. 20s = 1 rare armor is a pretty meh tradeoff.
On rewards, I would start giving the higher levels some increased gold/loot drops as a reward for tackling some of the most unforgiving PvE content in the game. You put a lot of time and repair costs on the line to run 48, so there should be appropriate monetary rewards for doing so.
I really like that change to the Volcanic Fractal end boss, since it stomps on some Guardian wall meta, and makes it a bit easier for lower levels, though I wonder about how their damage would scale. It probably won’t make too much of a difference at high levels, however.
Dredge Fractal
On the dredge fractal, the mid-boss “Clown Car” needs to reduce the number of clowns that pop out of it. At 48, so many come out of that car that clearing those mobs without the champion takes 20-30 minutes. The Champion also has a “large” healthpool with his nearly permanent protection and regen due to the annoying respawning veteran.
I have less issue with the end boss length than with the Clown Car.
Harpy Fractal (Cat-a Sum)
Every mob in this encounter has a ridiculous amount of health, especially the Ogre and Flame Legion Champions. Because of that, this fractal can easily take an hour. Since they also scale in damage fairly significantly, and since the fractal itself is still pretty interesting, I would recommend a decrease in the health pools to lessen the tediousness.