Showing Posts For Xolo.2084:

Fractials Award Idea!

in Suggestions

Posted by: Xolo.2084

Xolo.2084

Hey!
This is a suggestion i came up with the other day for the Fractial award system.
I thought about getting awards after completing a certain amounts of Fractials.
Like when i complete difficulty 10 in Fractials i maybe get a armor skin and after completing 15 i get another skin. It could go all the way up till idk 100?
After the 100th fractial is completed you earn a Fractial Legendary Weapon for your choise of weapon type.
After completed them all (all lets say 100 fractial levels) you will then have earned a complete skin set for armor, back and weapon (legendary).

If you wish to get another legendary for another weapon type you could also reset the bar for all awards and do the same process again. These awards should also be character bound so no farming to 10th fractial is possible.

100 Fractials maybe is impossible i dont know but it should atleast be a goal for serveral months to complete. (with the ascended gear coming it should be possible after a while).

Hope some of you liked the idea!
And if somone else already wrote something similare please link the post! ^^
Thx for listening!

Mega Boss scaling

in Guild Wars 2 Discussion

Posted by: Xolo.2084

Xolo.2084

Alot of great suggestions here!
These are my top 3 suggestions for World Bosses!

1. Make the Bosses (especially dragons) more dynamic in movement. That means that they should be able to move or fly around more freely instead of standing in one place the hole time. Exampel of mechanics like this is: Monster hunter, Vindictus etc

2. Give them ALOT more health. I think that a battle in this grand scale should atleast take 10 minutes. The feeling when killing a boss after a long fight is realy satisfying. Bet people could disagree about a 10 min fight but i think that it would be more fun for players to accually fight for so long. (if Suggestion nr 3 is implemented)

3. Make attacks more predictable so people know what attack is going to happen but have alot of those attacks. If a boss have maybe 5 different attacks with about 1 or 2 realy dangerouse attacks it would be more skillbased to see the attack and move away accordingly. Example like this is again Monster hunter and Vindictus. (i feel that those 2 games realy nailed the epic boss encounters with alot of devestating attacks and fast tempo)

Thank you for taking your time!
Hope Anet will se this!