Showing Posts For josa.3019:
Hello.
I’ve read every single reply and have come to a conclusion of this :
-Hard mode should be something that you can enable and disable, you go into the same zone as everyone else, you’re just a lot weaker than the normal mode players.
What makes this rewarding is that every heart gets reset and mobs have a chance of dropping unique and better loot.
-New hard mode legendaries which require ingredients from different zones. Every zone should have new rare ingredients unique to that area only, which are then used in crafting various items i.e legendaries.
-New boss attributes like Alexander Dragonfang said in his post.
-The main idea which would make this interesting would be the fact that every zone drops something unique to that zone, while making the mobs harder to deal with.
-As some people said, utility skills have indeed too big cooldown, let’s say bulls charge. I would definitely use that skill but it has too long cooldown for it to be effective in PvE. So I think you should reduce the cooldown on some utility skills for PvE and keep them the same for PvP, just like in GW1.
-Higher dungeon difficulty with guaranteed rare drop in the end from certain loot table unique to that specific dungeon.
Overall I don’t think that having 2 instances of the same world is good, as it would indeed make more zones dead. But the options you guys have been giving for this idea are insanely good and I really hope ArenaNet will look at this thread and atleast think about it.
Keep posting your ideas guys!
I kinda like the names apart from Guild Wars 2 Empire. Sounds kinda stupid imo.
Maybe Guild Wars 2 <insert the imperial family surname here>? Actually it’s not any better :P
“as long as the reward isn’t too much better than the standard reward because then those not able to do the hard mode would gripe about how unfair the better reward is.”
I was thinking about t6 mats and unique exotics as drops (With unique skins of course.) Keep the drop rates rather low, while having actually the chance for it to be rewarding.
Maybe make some of the events have instanced party modes, so they actually become challenging instead of having this Orr faceroll in many events.
The “hard mode” downscale should be something that doesn’t have the exactly same effect on our damage as currently if you face a 4 levels higher mob. It should definitely be reduced but not as much as it is now. You should take increased damage from the mobs tho.
“We need more rewards for downscaled players because it is almost just as hard kill some enemies. This would also bring life back to lower level areas.”
This is something I would definitely want to see. Just make downscaled areas rewarding with other stuff than just the experience of exploring.
But dungeons should have a harder mode than explorable mode.
Hard Mode
Hard mode was a mode in Guild Wars 1, that basically made everything harder with better rewards. I personally loved this system and so did many other people aswell.
Hard mode in Guild Wars 2 seems hard to be carried out, however I have found a solution, which would be ideal for this matter.
Also something like this should be added to the current dungeons.
The idea of 2 separate instances for each zone
Giving the world two separate instances on each server would make this possible and even further improve the “end-game”. One instance would be the current difficulty and the other would be the hard mode.
Downscaling and loot
I think that downscaling is awesome aswell, but it lacks the reward of going back to the old zones, since you get more valuable loot in the higher level zones.
This hard mode would have improved loot, while requiring a lot more skill and teamplay. By improved loot I won’t mean higher drop chance, I mean a chance for unique loot that you can’t get elsewhere.
Every zone should have a few unique items that you can only get from that zone. Guild Wars 1 was really fun, cause every zone was actually challenging and the excitement for loot was amazing.
I want to experience the same on this game, I find it dull that you get only unique exotics from the mystic forge and not as drops. This makes the game rather boring for some people including me.
The downsides of this “hard mode”
People could start abusing it by making huge groups and facerolling mobs for better loot. Partial solution to this would be that mobs have a system that decreases the drop chances and rarity for each player attacking it, this solution discourages teamwork tho.
It might cost a lot for ArenaNet to keep up this many servers.
Summary
I think that this would give people a more interesting and challenging way to explore the world and keep playing for longer time.
TLDR;
A harder mode for every zone, where you have a chance of getting unique loot, such as skins and minipets, while keeping you interested in the game for longer time.
Please give me your feedback and improve my ideas
(edited by josa.3019)
Yeh agree, pretty much everything apart from Arah is too easy.
What I think A-net should do is add a higher difficulty level than explorable mode and make it have unique rewards to make up for the risk. Guild Wars 1 Fissure of Woe and Underworld would be great examples of how this difficulty should be made. Whole party gets downed means that you get defeated and have to start again.
There could be a fee to enter aswell(Like the party would pay 1g to enter for example) , tho it’s not necessary in my opinion. Add something like this, and the end-game will stay challenging and rewarding for players who find the dungeons too easy.