(edited by Solypsys.1876)
Showing Posts For Solypsys.1876:
I’ve been playing fractals fairly regularly since they were initially introduced so I have a few big suggestions for that area:
High level fractals/Endgame:
- The max fractal cap (50) needs to be eliminated or changed to the highest level of fractals that you EVER want players to complete (potentially 80)
- The difficulty of higher level fractals should not come from excessive health and damage scaling but should utilize the mistlock instabilities to create the bulk of the difficulty
- The instabilities for higher level fractals should add significant difficulty for players that isn’t in the form of lengthening encounters, an example of a good one would be the instability at 35 that causes stunning lightning strikes to constantly appear around the players. The instabilities at high levels (60+) in particular need to focus around substantially crippling certain common behaviors of players.
- High level fractals should also incorporate multiple instabilities
- Most importantly high level fractals, particularly in the 60-80 range, should not have any “safe” levels E.G. fractals 36, 38, 49 with ignore-able instabilities. Groups attempting high level fractals should have to make a seasoned decision what level to run based on their group composition.
- All of these would ultimately allow for fractal leaderboards again especially if the 70-80 fractals prove to be extremely difficult
Rewards:
- The bonus gold reward needs to be increased even taking into account the increased t6/rares droprate. Currently 10-15 minute dungeons award at least 1.26 gold while a 45 minute fractal 49 (which is near perfect with no mistakes or dredge) awards about 1.4 gold I believe
- More things should be available for purchase with (pristine) relics. The only good suggestion I could think of at the moment is to allow for fractal weapon chests to be purchased for a large amount of fractal currency (I’m thinking at least 1000 relics and 20 pristine)
- Potentially consider additional currencies exclusive to high level fractals
- Fractal weapon drop rates need to be increased SLIGHTLY, fractal weapons currently carry prestige in that they are one of the few weapon sets that cant be bought with gold. As such the drop rates are a little low now, weapon skins at the 4x level should be increased from the ~5% it is now to 10-15% and skin chests added at this level at 5%. These drop rates should increase gradually until 70+ fractals nearly guarantee a skin or chest.
- Ascended rings need to be adressed, the first idea I have is to simply make them salvagable and they would potentially give orichalcum, ecto, dark matter, and mist essence (if theyre infused)
- The second ring idea is to implement significant mystic forge recipes involving rings such as: 3 infused rings of the same type plus a certain amount of mist essence will yield an ascended amulet with the same stat combo and the infusion slot determined by the type of mist essence used. This gives a use for rings and a legitimate use for mist essence. Also, you could incorporate new items bought with fractal relics into these recipes to yield different items or stats.
Other suggestions:
- The dredge fractal needs to be shortened considerably
- There are still a number of bugs that need addressed
- Please for the love of god remove “rolling,” not only is swamp my least favorite fractal but it is now impossible to get any of the other “initial” fractals such as underwater. A couple of the tier 2 fractals can be dropped to tier 1 (aetherblade hideout) and rolling needs to be eliminated
Is the stuff on the ground in gendarran fields permanent? I don’t want to drop money for the airship pass if the dungeon vendors, mystic forge, and the fotm/wvw portals are going to move in a month.
I’ve been playing fractals fairly regularly since they were initially introduced so I have a few big suggestions for that area:
High level fractals/Endgame:
- The max fractal cap (50) needs to be eliminated or changed to the highest level of fractals that you EVER want players to complete (potentially 80)
- The difficulty of higher level fractals should not come from excessive health and damage scaling but should utilize the mistlock instabilities to create the bulk of the difficulty
- The instabilities for higher level fractals should add significant difficulty for players that isn’t in the form of lengthening encounters, an example of a good one would be the instability at 35 that causes stunning lightning strikes to constantly appear around the players. The instabilities at high levels (60+) in particular need to focus around substantially crippling certain common behaviors of players.
- High level fractals should also incorporate multiple instabilities
- Most importantly high level fractals, particularly in the 60-80 range, should not have any “safe” levels E.G. fractals 36, 38, 49 with ignore-able instabilities. Groups attempting high level fractals should have to make a seasoned decision what level to run based on their group composition.
- All of these would ultimately allow for fractal leaderboards again especially if the 70-80 fractals prove to be extremely difficult
Rewards:
- The bonus gold reward needs to be increased even taking into account the increased t6/rares droprate. Currently 10-15 minute dungeons award at least 1.26 gold while a 45 minute fractal 49 (which is near perfect with no mistakes or dredge) awards about 1.4 gold I believe
- More things should be available for purchase with (pristine) relics. The only good suggestion I could think of at the moment is to allow for fractal weapon chests to be purchased for a large amount of fractal currency (I’m thinking at least 1000 relics and 20 pristine)
- Potentially consider additional currencies exclusive to high level fractals
- Fractal weapon drop rates need to be increased SLIGHTLY, fractal weapons currently carry prestige in that they are one of the few weapon sets that cant be bought with gold. As such the drop rates are a little low now, weapon skins at the 4x level should be increased from the ~5% it is now to 10-15% and skin chests added at this level at 5%. These drop rates should increase gradually until 70+ fractals nearly guarantee a skin or chest.
- Ascended rings need to be adressed, the first idea I have is to simply make them salvagable and they would potentially give orichalcum, ecto, dark matter, and mist essence (if theyre infused)
- The second ring idea is to implement significant mystic forge recipes involving rings such as: 3 infused rings of the same type plus a certain amount of mist essence will yield an ascended amulet with the same stat combo and the infusion slot determined by the type of mist essence used. This gives a use for rings and a legitimate use for mist essence. Also, you could incorporate new items bought with fractal relics into these recipes to yield different items or stats.
Other suggestions:
- The dredge fractal needs to be shortened considerably
- There are still a number of bugs that need addressed
- Please for the love of god remove “rolling,” not only is swamp my least favorite fractal but it is now impossible to get any of the other “initial” fractals such as underwater. A couple of the tier 2 fractals can be dropped to tier 1 (aetherblade hideout) and rolling needs to be eliminated
It’s pathetic how much you all are crying because they made the path have a modicum of difficulty. By the way, there’s a hole in the wall in the room with all the spiders so you dont have to use the golem and you don’t have to walk through the electric wall, something you might have noticed if you weren’t trying to brainlessly exploit your way through it like you usually do.
They made these changes because you could literally skip 100% of the trash in the entire path and even finish the dungeon solo which is a poor reflection of the fact that it is the final dungeon and a poor reflection of the fact that it awards 3 gold, the same as the other legitimately difficult dungeons.
(edited by Solypsys.1876)
This thread is not about Arah sellers (which is totally ligit). It is about missing info in the patch notes….Stick to the point kids….
What’s the point in changing parts of a dungeon if you’re just going to explain the changes in full detail ahead of time? They want people to go into these and face a challenge and have to overcome it in real time. This is a step in the right direction.
My suggestions:
1. remove the first two “switches” from the first section, leave the vets on the outside, and on the inside there are 2-3 vets that respawn and nothing else. Also dead bodies still activate switches
2. When you’re bombing or using the turret guns there should be small waves of dredge that attack you instead of 1 group of 800, small enough so the people not bombing/gunning can hold them off without requiring any group stealth. Everything leading up to the gun part is great, bombs dont really have any lead up.
3. Clown car should pop out the regular dredge first then once all of those are dead the champ and 1 vet come out. Number of waves could be reduced a bit too, although I like the loot from this section
The new, queue-less map has already been announced. I don’t know why you’re still crying.
If “Foot in the Grave” were moved down into a tier 1 minor trait it would solve most of the Necro’s problems in PvP. Having a useful DS should be something that’s available to all Necro specs, PvE and PvP; as it stands right now DS is usually only used as a damage sponge.