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Dungeon Suggestion Thread

in Fractals, Dungeons & Raids

Posted by: Joyful Jester.4391

Joyful Jester.4391

Yes I agree with wookie. For example I loved the Sorrow’s embrace SM fight because it had great mechanics. You actually had to react to your surroundings and use it to your advantage. One of my favorite boss fights actually. Or the lovers in AC. I was very disappointed when I didn’t see more of that.

Dungeon Suggestion Thread

in Fractals, Dungeons & Raids

Posted by: Joyful Jester.4391

Joyful Jester.4391

So Harleh if finding a group is difficult, do you think perhaps that would be because of a lack of group search function? Or do you think it’s just a lack of population? I like your zone idea, having a place to chill out in with merchants and such before a dungeon run possibly to find others that want to go.

Dungeon Suggestion Thread

in Fractals, Dungeons & Raids

Posted by: Joyful Jester.4391

Joyful Jester.4391

I wanted to contribute to the discussion in the dungeon forum, albeit as small a contribution as it may be. So here’s a thread to post suggestions to improve dungeons in any aspect you can think. I’ve looked around myself and picked some out to start off on. More can be added later. Anet if you’re reading this I hope it helps in some way and keep up the hard work.

Note: Be respectful of others ideas and try to offer constructive criticism. Don’t just complain about existing issues, offer suggestions it could improved. Ultimately it’s up to Anet what gets implemented.

1. Create an easy, medium, hard path with rewards appropriate to the level of difficulty. (Rewards to be determined).

2. If diminishing rewards continue as the basic reward system, add a cool-down indicator per dungeon. (Possibilities include an icon like a buff or condition or a count down next to the path in achievements).

3. Add better loot tables to mobs. i.e. add fun and exciting items unique to dungeons. These could include: recipes, tonics, minis, possibly weapons/armor with skins unique to the dungeon, not necessarily the dungeon weapons/armor although that is also a possibility at a very low drop rate.
This next suggestion is less likely as the token reward system has already been implemented but I feel should still be included for completeness sake and future consideration.

4. On completion for the first time award a specific dungeon armor piece (soul bound on pickup and unique to each path) + 1 token to redeem for either an armor piece or weapon at the vendor. Therefor completing the three explorable modes grants an entire dungeon armor set. Completing the dungeon path again grants another token + a rare or monetary reward and have the items such as gift of Zhaitan worth a number of tokens that’s appropriate.
Note: This does not address various issues like being dropped from the group for various reasons (internet, server, group vote, etc.)

5. Add a feature that allows you to advertise LFG or GLF and for what dungeon anywhere in the world.

6. Instead of increasing mob difficulty include more challenging tasks that won’t allow advancement in the dungeon until completed. A couple of examples include, but are not restricted to, jumping puzzles that resurrect you to the beginning if you fall, deactivating alarm systems (interrupted when downed, not when hit, or at least save the progress), etc.. This may not be possible because the dungeons have already been integrated into the game. This will slow down speed clears, add some flavor to each dungeon that makes it unique, and possibly offer some intellectual stimulation.

7. If dungeon rewards are increased this may not have to be implemented, possibly create a unique version of broken armor in dungeons that’s free or has a reduced cost to repair inside that particular dungeon. People have requested that armor repair be free altogether, but that system could be abused to just enter a dungeon and repair armor then zone back out.

8. Have a zone for each dungeon to meet with people or have merchants to sell loot or access the TP. This could serve as a social gathering place to find other players to do the dungeon.

9. Make boss mechanics more unique per dungeon. add mechanics/environmental mechanics. More interaction with whats around you and adaptive game-play.

(edited by Joyful Jester.4391)

Address magic find stacking please.

in Suggestions

Posted by: Joyful Jester.4391

Joyful Jester.4391

You can do an explorable dungeon in green gear.

Magic Find gear(both explorer’s and traveler’s) has good stats on it for other DPS purposes.

Going off of your example, they should remove rampager’s(power/prec/cond) and beserker’s(power/prec/crit damage) because they don’t have ‘useful’ stats like toughness and vitality on them.

The whole point of this game is that people can gear any way they like, and still get comparable or equal results doing anything they want.

Gear really doesn’t matter as much.

Player > gear every single time.

I agree, there is MF gear out there that offers more than enough stats to finish dungeons. I feel the players you’re describing are those that are specced as, what has become popularly known as, glass cannons. Armor, gear and traits specced entirely into offense neglecting any defense at all. If we take a MF user, they may have less stats, but as long as they’re:
1.) Properly specced for defensive capabilities.
2.) Use the proper skills per situation i.e. not using AoE skills on a single mob or vice versa. Or utilizing skills to deal with conditions.
3.) Dodge rolling out of that big red circle. Seems obvious but surprisingly does not happen enough.
They may not do as much dmg, but as long as they can survive it does not matter how much dmg you do because it will just take longer.

Is this an exploit?

in Bugs: Game, Forum, Website

Posted by: Joyful Jester.4391

Joyful Jester.4391

If you’re using materials to craft items which you’re in turn selling to a merchant that is not an exploit as you would have had to work on increasing your crafting discipline in the first place.

Necromancer pets will not always attack.

in Bugs: Game, Forum, Website

Posted by: Joyful Jester.4391

Joyful Jester.4391

I’ve been having this issue myself. I just thought my minions were fat and lazy :P But seriously this is an issue as a lot of a minion master’s survivability relies on their minions actually attacking, either to draw aggro or to siphon health. Being able to use putrid explosion effectively is just another problem related to this.

Is this an exploit?

in Bugs: Game, Forum, Website

Posted by: Joyful Jester.4391

Joyful Jester.4391

Didn’t you say you crafted them before reselling them though?

Is this an exploit?

in Bugs: Game, Forum, Website

Posted by: Joyful Jester.4391

Joyful Jester.4391

No it is not. The only way you’d be exploiting anything is if you managed to find a bug making an item cheaper than intended and then reselling it for a profit. Trading post items are not subject to this since it is up to the players to determine the item’s worth.