Showing Posts For Magna Tec.7352:

Dungeon fixes for 2013... or 2014?

in Fractals, Dungeons & Raids

Posted by: Magna Tec.7352

Magna Tec.7352

I’m going to bump this thread, and add my 2 cents worth to what needs to be tweaked on the dungeons. What is it with things like Minor Rune of (insert name here) dropping in a high level dungeon like CoF? I mean seriously, high level dungeons should mean high level loot. Quite honestly I would rather get one decent item out of it all rather than a bunch of blue and green crud. And if the devs are worried about farming, then limit the number of times a dungeon can be run over x amount of time.

WvW suggestions

in Suggestions

Posted by: Magna Tec.7352

Magna Tec.7352

WvW ideas that are borne out of Jade Quarry’s insane rabid approach to that part of the game (which include listening in on our map chat and voice chat):

1. Can we get some kind of a timer for jumping between maps, it is too easy for a massive force to just jump around and descend on a key point. This would make it more strategic on how you deploy your forces.

2. The northern supply camps on all the Borderlands maps are too easy for people to 1-3 man take them out. Historically isn’t supply in a war guarded pretty well? Some buildings that could be occupied would make it more fun. Why can’t guards operate seige? The upgraded guards should be very tough to take out (not just one solo supervisor that takes 4-5 minutes to wait out). The high walls/ridges on the east and west sides need to be moved closer to the center.

3. There should also be a “wall” along the center gate entry point to the northern camps that can have siege placed all along it with multiple gate entry spots in it. This is in response to Jade Quarry camping the northern supply area and massively building up siege. It shouldn’t be a disadvantage to place siege at that location. It is way too easy for an elementalist, or ranged, etc. to aoe any arrow carts, etc. that get put up there. It is also currently impossible to create any cover fire for forces to retake the northern supply once it is “camped”.

4. The opposing team shouldn’t be able to “see” the icon for the dolyak supply moving on the map. This would make it more realistic and more challenging for the 1-3 person teams that pick off supply. They would actually have to scout and recon instead of just cheaply running right to the exact spot to get it.

5. We really need to have a new set of maps for WvW and they need to rotate on a regular basis. The rules of scoring also need to change on a regular basis. That way, it really is like war, where the rules/conditions change and you have to adapt to it. Rather than just steroidically manipulating the rules into the No Fun WvW (yeah I mean you Jade Quarry).

6. There should be another commander icon added, one that is for running 10 person or smaller squads. Maybe this one can only be given out by a guild leader and seen by that particular guild.

7. The server that wins 3 months in a row, or, wins by a huge margin (say +100k) reaches a new tier, where they have to play against themselves for a month. Yeah, I am sick of the rabid approach that Jade Quarry takes to playing WvW which includes using multiple accounts to listen in on map chat, as well as listening in on voice chat. So if a server wants to play rabidly, then let them devour themselves.

Badges for support as well as kills...

in Suggestions

Posted by: Magna Tec.7352

Magna Tec.7352

A WvW suggestion (that I didn’t want buried in the 1000’s on the suggestion forum ):
Is it possible to figure out a way to reward those that provide assistance in the fight but don’t actually get the final kill? We just had a huge guild event where a person that I ran with and supported with massive heals and buffs (for over 2 hours) got around 70 badges, and I ended up with 0. Seems a bit out of whack. Shouldn’t just be about the kills.

Twilight Arbor, balance issues, zone rewards...

in Suggestions

Posted by: Magna Tec.7352

Magna Tec.7352

Let’s see where do I start with this one? The Twilight Arbor dungeon is out of balance. I did this dungeon as a lvl 52 guardian for the first time. We had another guardian, a ranger, a mesmer and an elementalist to make up the party. The wolves and the poison clouds are overpowered. The 2nd boss that uses poison with a lizard-like pet is probably the most insane boss in game from what I hear. I died so much that I broke even on repairs after finally getting the reward for completion.

Which brings me to another point off topic, the cost for repairs in this game in general needs to be cut in half, especially in the WvW zones. Why would I want to continue to hang around in either a dungeon or a pvp zone if I’m going to go broke on repairs? Especially when you factor in the cost for seige equipment in the case of WvW.

Back to Twilight Arbor… the loot for this dungeon is pretty weak I would say. 2 blue items for killing the most insane boss in the game at this point? (see above comment for which boss) You should get masterwork at a minimum and why not give people a random roll chance at getting rare items? There should also be twice the waypoints in this dungeon. What is served by making people waste 2-3 mins running back from the beginning? Now, I’m not saying to totally dumb this dungeon down, but there is a difference between a fun challenge and a challenge that becomes repetitively defeatist that lacks proper rewards.

And since we’re on the topic of rewards, I’m wondering why upon completion of getting the zone’s hearts, skill points, vistas and poi’s, that, the reward more often than not, is an item that my character can’t use? (And when I go to sell said item, there are 800 other people selling the same item.) Why can’t you make it an item that that character can use? Thanks for listening.