Showing Posts For Kwishin.5124:
yep.
Both have bias of course. Ayrilana at least raised valid points. Wanze just came out with a logical fallacy out the gate, and did nothing but try and attack without raising any additional points. Hence, my shortness with him.
Considering you can buy all of them with a credit card, they mean nothing to me. I still want one simply because it’s an end-game goal for me.
No argument from me
I personally am in the opinion that if tokens were implemented to not have them tradeable. I believe that this other item’s price fluctuation ability would compete too much with precursors already. I was trying to make an alternative that wouldn’t wreak too much havoc.
Seeing how the dev’s have said they were going to do something anyways, a method that wouldn’t melt the economy(long term) was the motivation.
As for the ceiling for precursors, I agree. I’ve seen stats on this and you are right, but this would take out the dreaded RNG. I hate the abyss of unknown RNG offers. It is a terrible way of implementing rarity. This allows for the current method to still be in place with a way to not completely screw a single player who drops 1k g and gets nothing to show for it.
Once again, it’s not inflation.
as well as other economic factors already.
Your idea also ignores the impact this would have on exotic weapons and rare weapon prices from people throwing them in the forge. There’s also the prices of the components to craft them if people decided to go that route. All of those prices would increase and you could potentially be worst off than if you had just spent your gold to buy one outright. This takes away the "I already could have bought a precursor if I just went to the TP, and still have no clue if I am any where near close. Because random is that. Every flip of a coin does not add to the chance of landing on what you want.
You’re right. I agree. But, the cost is not the goal. It is a mitigating factor. If the price of crafting to the end of the “finish line” was still an expensive venture then there would not be a significant impact. This just shows people that if they do in fact spend a huge amount of coin that they will be able to get a precursor. Albeit, at a loss. The chance to pull one is the same, so there is a chance to get one cheap as there is now. But, the risk is there. Not a complete unknown as there is now.
But, yes you are right. I feel the system still has merit.
(edited by Kwishin.5124)
I have put many many suggestions catering to help curve the inflation as well as other economic factors already.
You just refuse to see the good in the idea, and wish to argue with it yelling the same thing over and over.
You are right friend. Using real life examples to show you the error of your way is terrible. You are doing just fine with pulling bias out of the air and applying it to your arguments. Saying because economy, is a cop out. The economy will always have to be dealt with.
And car dealership is a hot button topic for you… that was certainly interesting.
This has been the case with every single roll out. A market flux will be inevitable. This holds true because there will always be added recipes from future events. The person that sees the trends always has the advantage. I saw the trend in Ascended armor before it happened and made sure I had a huge amount of cloth material before hand. Did I profit, absolutely. This in no way invalidates the argument.
There has always been an economical argument for any change in fairness and what is right. For example, if we can’t hire children to work in our factories for pennies on the dollar then the prices of goods will go up. Well, that system was broken, and this one is to.
You are correct that this would provide a fixed "recipe"ish (I would argue that price is a better example), but this would still not be the desired result. NO person in their right mind would hate to get the precursor drop on their first attempt, nor would any person in their right mind should be expected to drop 1k in g at a chance of a drop that actually has a decent chance at not dropping.
As for changes in the market on the effects of new players. New players should always go into an MMO with the expectation that prices have undergone changes without them. I don’t try and argue with a car dealership saying that cars used to cost 100 dollars, I will not pay more than that.
This would give a glimmer of hope, but not be what to strive for. If I spent over 600k on getting that precursor with no luck, and knew that I had 300k to go it would still be daunting. If the cost of forging enough tokens is more than the current market cost that would be acceptable, b/c the MF is still a gamble. This just hedges the gamble, allowing there to be a reasonable price for precursors. This a suggestion, a factor that says anyone who currently has a legendary or precursor is exempt from tokens can be implemented.
On the part that you said this was suggested many time. Sure, I can see that. Makes sense. Does that mean it isn’t a good idea or a suitable method. No, not at all. I’m sure the abolishment of slavery was suggested a few times prior to anyone taking notice. A spoken voice is not one that doesn’t deserve to get heard.
(edited by Kwishin.5124)
Your comment doesn’t match the post. My answer to your reply is Banana
You are focusing on one facet that will have to be addressed regardless to change to precursors. You are correct on that, but it by no means invalidates the suggestion.
No matter what, there should to be a change to a broken system. If the dev’s do in fact add any change to precursors as they said they would about a year agoish (Don’t remember the exact date) there will be the same exact problem that any method of change would occur. So, the dev’s would have to consider the other affect on the crafting materials of a legendary.
This method would be a much better alternative to anything suggested so far. This is to include flat out crafting a precursor. Unless, the crafting requires a very very hard to get item that will require RNG to gather.
This suggested method would take out the RNG problem to a large extent. Fulfilling their promise to their consumer base, that there would be a new method to acquiring a precursor while not alienating the base that already has their legendary.
So in recap, absolutely there will be a problem in t6. Will it destroy the market. Not at all. Is the demand going to increase, yes momentarily.
A nice addition that would solve the long term demand increase is to allow only one precursor to be purchased via this method. This would appease those seeking their legendary by giving them a (I can’t stress this enough) far off goal, while not handing them out like candy. This is the best TP stable method I have seen.
Inflation would have to be addressed, yes of course. But, this is assuming everyone that gets a precursor from the “new method” has to buy every single t6 material. Most don’t have all their t6, but the amount purchased from people that have been working on their current precursors is not so much more that it will destroy the t6 market. The t6 market has been subject to many factors, and have seen crazy recipe requirements from numerous event items. Some of which are not tied down to a time frame of the event alone.
There will be a bubble, like there was with event items and ascended. The t6 market will have to be addressed later with or without a precursor change.
True, the price of ingredients will increase as well. But, that is a factor that will happen no matter what changes to legendary weapons is made. If they introduce new weapons, mats will go up. If they add more precursors mats will go up. If they do nothing at all mats will still go up. There are so many sinks for mats that they will always have a high demand. Another problem is that more and more t6 mat sinks have been created with every event furthering the problem. If left alone the current system is doomed to failure. My method is not a fix all. Other factors would have to be considered obviously. But, that doesn’t eliminate the fact that it is legitimate.
This solution is more for showing a finish-line for folks. The thought that there would at least be an obtainable goal, albeit a far far off one. This would steal the wind from many of the RNG argument, while not destroying the precursor market.
This is just the best solution I’ve found to date. There will always be a problem, no matter what. However, I feel that this fix is easy to implement and leaning more towards fairness than the current broken system.
(edited by Kwishin.5124)
correct on your math, but without statistics you’re just guessing. I am not trying to insult, but thems the breaks of your logic.
Currently the cost of precursors are such that making more would bring them down to a bit of a how should we say less HOLY BAWLS price.
The opposition to giving any other means of acquiring a precursor exists from people making a legitimate claim that the more legendary precursors there are, the less special the legendary weapons become.
The current system only satisfies this argument if Anet stops the creation of new legendary precursors now. As time moves on, legendary weapons are becoming increasingly more common. So, the argument is kinda invalid unless you take in account the trade post. There is were the true value of a precursor is shown. Not by bias but by statistics.
My method would give a means of stabilizing the precursor cost without absolute destruction of the value. I believe the current outrageous price for certain precursors will go down, but not enough to deter people from stopping the Mystic forge grind and buying strait out of the TP.
A suitable solution that would satisfy nearly all would be making NEW legendary weapons and stopping the production of the current precursors. Give the new legendary precursors the method I’ve describe. Then give a two year time limit on that set, then after that make new legendary weapons. A two year life cycle is more than enough in my opinion. This legitimize the argument for shinny specialness, while allowing those to strive for a fresh new start.
The only problem to this would be if the new legendary weapons looked significantly worse than the current ones on the market. This would also give Anet the ability to give certain time frames in special events to create the older model of precursor. Allowing them the ability to limit control, as well as flash destroy a huge amount of rares and exotics if the market goes crazy.
Let me add another suggestion. In many of the items, there are sub items that require crafting themselves. How about next to icons of recipe craft-able items, there is a tiny craft button so you can craft directly from one page all the required items.
For example, to craft a sword you need the blade the handle and an inscription. So when you select the sword you want to craft ravager or whatever next to the blade there is a button to craft. if you click that button you will craft one blade. The same goes for the inscription and the handle.
Now there are some recipes that require items that have gone through multiple crafts before being ready to be added to its list. An example would be any ascended gear. So, to help with confusion make it so it only crafts the visible item on the list if you have its materials at the ready. So if you were to make an inscription you would have already needed to have made dowels.
One step saved on every item on the list would still be amazing. I hate having to go back and forth looking at every single required item just to get to the one I actually want. This is especially true for cooking.
How about instead of making a click-able item, it just auto goes into your MF% when you salvage. It’s all account bound, so it doesn’t matter who clicks it. It saves the devs from making a new slot, and it saves the players from ruining their mice. That is what you call a win win.
So, I’ve been giving thought on precursors and the fairness of it all that would satisfy everyone. There is no such thing as global happiness, but I’ve thought of a way that might be the best idea to date.
When putting rare and exotic items towards a precursor in the Mystic Forge, instead just a random item back, it also gives a precursor token. One would be the possible upgrade in rarity and a token per rare.
For example. 4 rare great swords would yield the random rare or exotic great sword as well as 4 tokens. This token would later be traded to a precursor vendor when the appropriate number is met. A suggestion would be somewhere around 700-800 hundred. Exotics could yield 3 tokens per instead, giving them a bit of a boast because of rarity.
I know that is a lot still a lot of rares and exotics to burn, but the chance for the random drop should still be in place. This would allow people to visibly see progress and at least have a finish line, as well as allow Anet to still have a rare and exotic sink.
I believe this would have some impact on prices of precursors. But, since it requires a high number of tokens to get a precursor, the prices should not drop to what most people against changing the RNG system fear while allowing a cap on RNG for those of us with no luck.
Lets be honest, anyone who burns 700 or more rares has spent a massive amount of coin, and the fact that there is no evidence that any progress has been made is disheartening.
(edited by Kwishin.5124)
You can farm them by creating a new character and progressing into the personal story. There is a guaranteed key drop at lvl 10ish story mode. A dev had commented on this farming saying that it was not an exploit. There are guides on this on youtube.
My suggestion is simple, instead of having to click on every essence of magic that spawns from salvaging, how about it auto deposits into your luck pool.
Basically, since the essences are acountbound anyways, it doesn’t do anything but temporarily take up space in bags. Also, it wears down player’s mice with zillians and zillians of clicks.
Player’s can tell they are getting luck by the floating numbers around the character and telling them the item dropped above the mini-map.
If any devs are reading this, thank you for taking the time to read my suggestion.
I am asking for a equip slot on the character page for minis.
My reasoning is that when you deposit all collectables it deposits the mini as well. I love that minis have bank slots, so they don’t take up private bank slots, but it makes it hard to play the game and keep your mini out. If there was a way to keep them from auto depositing, that would be great.
Arenanet can’t refund anything ingame so you wont get your laurel.
I also doubt this is a bug but more an anomaly tight to the way the daily works. The daily reward is accountbound but cause it is an item it has to be registered on a character. Whenever you change character the game checks if other characters have the daily reward chest and transfers it to the new one thats active. However if you delete the character the game won’t recognise it.Next time I would advise to first get your reward.
Thank you for your informative response. I will definitely not repeat this mistake, and I was not aware of Anet’s policy in not correcting their mistakes. That bit of information will certainly be considered in the future.
If I sounded hostile to you mercury, I am not. Your response is appreciated. Any minor hostility is appointed to Anet’s precedence of not refunding, even when the player is not at fault.
However that aside, this is still a wonderful MMO, and I will continue to enjoy it.
(edited by Kwishin.5124)
I achieved the daily requirement while key grinding on an alt. I choose not to accept the daily until switching to my main, so I continued to play and did not click on the daily chest reward above my mini-map. When I eventually deleted the alt and switched to my main, I found that the daily account reward was gone. I would like my laural plz.
(edited by Kwishin.5124)
You are right that the gold to gem transfers are not their main goal, but the cash cost is also high for an in-game item.
So what if it’s high? It’s not a required item, and you have a perfectly reasonable and cheaper alternative in game. The only people who will buy this are those who want convenience. And it’s not exactly convenient when you spend the time putting it in the bank and then equipping your alt each time.
Seriously, first people moan about high-demand items that can only be acquired through RNG.
Well now they give you something that is guaranteed (imagine the kittenstorm if this was included in BLTC chests?)
Yet we still have complaints.
Next we’re gonna have complaints that this 800-gem pick-axe doesn’t give you extra chances at mats.
You are right about the having to put it in the bank to switch between your toons, but what about lvl alts?
It also has a fantastic animation when mining and makes picking up copper with 80th level characters completely guilt-free. Zero harvesting overhead.
3 of my character have them already and I expect to buy several more.
I agree completely that the animation is awesome, that is one of the main reasons I bought it. I hope they put out a sickle and axe version later, as well as make them Acount bound :P
You are right that the gold to gem transfers are not their main goal, but the cash cost is also high for an in-game item.
Why?
I for one find it to be rather fairly priced.
10 euros in order to never have to worry about not having a pick ready.It is a permanent convenience item after all, it should be somewhat “expensive”.
I believe the price point would be fine, if a player uses only the toon with the pickaxe. However, if the player creates alts, then that would make the expense that much more. One of the biggest convenience factors, would come from leveling a toon with the axe. I find having to buy all the various pickaxes tedious as I go from zone to zone.
this is a convenience item, and I feel that the cost should yield just a little bit more. I am not asking for a huge decrease of price or anything dramatic, just that other toons can use the convenience item.
You are right that the gold to gem transfers are not their main goal, but the cash cost is also high for an in-game item.
As of now it is 22ish gold for this item, which is an exorbitant amount of gold for most. I understand there is a cool factor to this item with its effects, but it is still exorbitant. For something this expensive, it would stand to reason that the item be Account bound instead of Soul bound. The cool factor did play in a role in my decision to buy the item, however the extinguishing of a money sink is a main selling point.
Mounts would give players another item to strive for, which could be a good or bad thing. I personally like mounts, and see it a one more thing that distinguishes me from other players.
People will hate the fact that they would have to grind for something else, but it would help add to keeping people interested in playing the game longer.
Waypoints are wonderful, but they do cost 2.5 silverish to teleport. That adds up, with all the new content such as guild rushes and bounties, but probably not enough to offset the cost of a mount anytime soon. However, mesmers would love to have some kind of speed boast.
Anet could also make mounts items in the gem store, and would DEFINITELY see an increase in their profits for adding them. But, the addition of programing animations for the mounts as well as balance may be a factor in the upfront costs. As I see it, it would be more beneficial for Anet and the player base to add mounts than to not.
I do an inordinate amount of trading and find that flipping through the tabs to be a constant task. The problem I have comes from the drop down menu in “My Transactions” tab. A player has to click a drop down window to see what they are buying, selling, bought, or sold. It is inefficient compared to the tabs that have already been emplaced on the left side such as the Trade Post, Currency Exchange, and Pickup Tabs.
I am proposing that the options in the drop down menu for the “My Transactions” tab be put into tabs either along with the others on the left side or tabs at the top of the My Transactions tab.
Another request would be to have the expected total as another row next to the amount being sold and the amount being sold for in the selling tab.
Please bump if you agree. Thank you.
(edited by Kwishin.5124)
There is a way. Open your trading post screen and open up the “my transactions” tab. In the upper middle of that window is a drop down box. Drop down to “items I sold” and you can see what sold and for how much.
I agree with Sai. I hated when I couldn’t see or click the npc because someone parked their mounted character. So, don’t allow mounts in major cities.
I would love to have mounts; it gives the player just one more customizable flavor. Give mounts the dye system tied with the player’s, and you’ve got yourself an undeniably awesome system.
Mounts can become another revenue stream for Anet, with some exclusive mounts bought via the gem store. It also adds endgame content with some exclusive mounts being bought by dungeon tokens or made in the mystic forge. If mounts are implemented please don’t make them drops, there is more than enough RNG in this game.
P.S. make a majestic long haired norn mount for Asura characters. j/k
I completely agree with the argument to remove the condition cap. The dev’s are inconceivably handicapping a build type for no reason. It has always been accepted that condition damage would outpace burst damage over a period of time, but not by a gigantic factor.
The trade-off would be that power builds are better for shorter encounters, and against opponents that can remove conditions. The fact that the damage must be placed and maintained allows for more skillful gameplay than burst. To make a build less viable because more people are contributing is the opposite of cooperative gameplay that was promised by the dev’s.
More suggestions to increase viability
Weapons
Sword
The 3rd sword ability is a melee cripple that doesn’t do much damage. The axe and great sword’s cripple is a distance attack with comparable or better damage. Make the second attack in the swords 1st attack also cripple like the ranger’s set. A possible replacement for the 3rd attack does little damage but blinds, poisons, or burns the target. This would help in pvp against removing conditions, a huge problem with warriors because of the fact that they inflict too few conditions in a condition spec, as opposed to other classes that can stack conditions like they were going out of style making them nearly impossible to remove.
Offhand sword is not as good as other offhands. Make the block continuous and give the boon reflect damage instead of a single counter.
And please make the sound effect for the sword satisfying. Please ?
Longbow
Increase the range to the same as rifle. Remove the useless trait to increase the longbow distance.
Rifle
The 4th skill takes too long to charge for 5 stacks of vulnerability that lasts such a short time. Make the stacks last longer or decrease the charge. Otherwise the rifle is just fine. This suggestion isn’t as necessary like the sword or longbow.
Hammer
Increase Back breaker by one second.
Greatsword
Decrease the damage from rush, and give a 2 sec knock down.
Mace/warhorn/sheild
I feel that these are just fine.
Skills
Remove Bull’s Charge. Give a signet of speed buff.
Increase speed buff of Warrior’s Sprint
Increase banner area of effect.
Instead of having separate abilities that buff weapons, make a single ability that increases a weapon type. For example all single handed melee weapons recharge 20% faster and gain might with a critical hit. Or all double handed melee weapons gain +10% damage. This would help out with diversability of weapon use, and even the playing field of all weapon options for the warrior. Weapons like the sword don’t have a damage increase or a speed increase, and the axe does not have a damage increase but the great sword has both.
I’ve been playing a Warrior as my main and have tried many many builds to find a way to compete with other classes. I was seriously dishearten with the dev’s description of the warrior.
“They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.”
The only class description with bad qualities in the notes, as well as the need for another player to be viable. I know others share my concern with this quote.
The warrior is not a bad class. I love them, and will continue to play as one. Other classes are niche classes and are great at specific things. The warrior on the other hand has versatility but is not great at anything. This just makes the warrior weaker by comparison to other classes. How can a war burst down someone that is incredible at tanking, heal through amazing damage, or tank that same damage? In pvp I look for other warriors, because I know they are generally an easy kill.
The devs stated that they see Elementals as the “king of versatility”, so we don’t really even have that niche as well.
I ask that the dev’s re-look at what a warrior should be. In my opinion a warrior is a master of weapons, and should be more thought of in that manner. As of now the f2 button is empty for a warrior, all other classes utilize f2 and so on. How about putting another weapon slot in that f2? This will give the warrior a little more versatility. I always run with a few sets of weapons to match situations, and constantly have to go into my inventory to swap. Allowing a war to do this in combat would help with pvp and pve.
I’m not saying that the warrior is a terrible class. I believe they can compete. However, I believe they have an uphill battle against the other classes, and that this would help even the odds.
i cannot think of any weapon in this game that is useless, but you cant expect to just throw it on a build and it works, swords are quite condition intensive (thats alot of bleed damage from riposte; its definitely not ‘meh’)
I agree that slapping things together and expecting a lot is unrealistic. However, the usefulness and damage doesn’t compare with other options. the throw does nice damage but over time.
A player may only see a benefit when fighting bosses, but nothing else. However the axe’s damage attacks will outpace even the tics from the bleed very quickly. The mace’s ability to stack 5 stacks of vulnerability as well as decent damage ensures more damage done to boss with other party members dealing more damage. If you are using bleeds, then you are competing with everyone else in the group who also uses bleeds. So, instead of helping party members you are either being mitigated or are mitigating damage.
The block can be useful, but blocking damage for just one character isn’t nearly as good as an interrupt that the mace has. The warhorn can give everybody around you more evades which is amazing, but only if the other member are not licking their monitors and actually can play. The axe has another burst attack so you are sacrificing utility for raw damage which is comparing apples to oranges. But over the long run I would prefer the damage for bosses and soloing.
I unfortunately have to be the bearer of bad news. Off hand sword is useless. Not good in pve, wvw, or spvp. Forget using it altogether, unless anet brings them more in line with other off-hands. I actually have a forum topic open on this right now called off-hand sword improvement.
It is really sad, because I want to run off hand sword for the coolness factor. But alas Anet failed when designing the mechanics. If you try to look it up in google you are just wasting time. All youtube videos of dual sword builds are pre launch, and any other guides for s/s are made by people who really don’t understand the fact that any other offhand option is horrible.
As of right now, I am finding that an off-hand mace is really good in spvp and wvw. The ranged stun is fantastic for unleashing some carnage.
I wasn’t sure about the sword’s block reflecting, however that alone does not compare to the shield’s blocks usefulness.
I just wish that the off hand sword comes at least close to shield, warhorn, axe, or mace. As of now, it is not close at all. The off hand sword is the clear weakest option. You never see a dual sword warrior, and if you do that guy doesn’t know better unfortunately. Or, he just really like dual swords
I chose to play the warrior because I wanted to dual wield swords. I know the Mesmer can as well, but I am not into purple butterflies.
Off-hand sword is by far the worst off-hand option for warriors. In all aspects of the game in pve and pvp off-hand swords just don’t come close to axe, mace, or shield in usefulness. If you look at the sword’s off-hand abilities there is a ranged throw that stacks a nice number of bleeds, and a block that counters only one melee ranged attack. A block can be useful in pvp and pve, but the shield’s mini invulnerability block is far more useful than the sword’s single block and can be augmented with skills to reflect ranged attacks. Even if you manage to block perfectly and are lucky enough to land the counter hit, the damage is meh. The throw sword move is alright. A warrior can start bleed stacks with a ranged attack, and the damage from the secondary move of pulling out the blade is O.K., but nothing on par with an AOE that does amazing damage or a ranged stun.
In other posts, many have said that the axe is burst damage and AOE, mace is interrupt and control, and the sword is condition and mobility. So, to stay within that vein and to limit the amount of work it would take to program two new abilities I purpose changes on the existing abilities.
For the ranged throw, a secondary condition may help bring the off-hand sword more in-line with other options. Perhaps a few stacks of vulnerability or even weakness when you pull the blade out along with the bleed would help. Or, the blade knocks down the target for two seconds, helping the player close the gap with the target.
For the block I purpose the sword can reflects one ranged attack. Or, the counter hit stuns the target and causes bleeds.
These are just some suggestions. I don’t want to make the off-hand sword more powerful than other options; I just want the weapon to be at least close to the usefulness of the other options.
This game has gotten to the point of utter frustration for me as well. One thing that people haven’t mentioned a lot is what is causing the increase in demand. Anet has released just a few ascended items and each one cost considerable amounts of ecto and t6 mats. Anet has stated that they intend to release more ascended items, and that eventually a player can be fully geared wearing ascended. Imagine the near future with more ascended items coming out and the drop rates stays the same. That is not the game I want to play.
For a developer that has stated that they are anti-farming, they are creating the most farm intensive game I have ever seen. Now as previously stated, they want you to buy gems, but there are far better ways of encouraging players to pay without punishing every player. The character modification option is a good example. A player can do a cosmetic change that doesn’t affect gameplay. Perhaps Anet should create personal houses that have gem purchasable furniture. Maybe one day they can release mounts, and have some really good looking ones for gems. More custom armor and weapons skins that don’t look like poo may also be an idea.
And now I’m going to drop the Legendary bomb. I know, uhh another Legendary complaint, but hear me out. First, as a preemptive strike on the trolls out there, I know they are Legendary. I know that they should be very hard to get. I know that it would suck if everyone had one. I know you don’t need to buy gems, you can farm mats. I know that I am not entitled to one, or given one on a silver platter. I know that it is just a skin, and is for bragging rights only. If there are any more troll clichés I’ve left out, just know that I probably to some extent agree with it.
The problem is the considerable increase in difficulty. Someone who farmed for one even a month ago, had a considerably easier and cheaper time getting one. Getting a Legendary should be hard, but not constantly getting harder and harder. This only drives players away. I would normally say, just wait the market would eventually even itself out, but with new items increasing demand and Anet nerfing everything and buffing nothing this is not likely at all.
As everyone is aware finding a group for Fractals is a pain. But, finding a group for any other dungeon is worse. I purpose two changes. Allow groups to recruit players in nearby fractal levels, and add levels to other dungeons.
Instead of every lvl of fractals requiring groups with equal fractal lvls to join, how about you allow players within 2-4 fractal lvls to join with each other. The dungeon would scale to the highest, and everyone would only go up one of their lvls when completing it. This would heavily impact the current wait times for groups.
Fractal style levels for dungeons would allow higher level gear progression in the old dungeons, which is the biggest draw for fractals right now. The second being the newness of the dungeon.