What a great discussion! Here are some of the points I’d like to bring up.
Story Mode
These should be soloable with AI henchmen-like party members, or at least much easily accessable with a much lower learning curve. Like in Guild Wars 1, the player can choose which henchmen they can bring with them. After all, most people who do Story Mode are probably just getting their feet wet in doing dungeons; or probably just in it for the Lore instead of the Challenge. Once they have a feel for dungeons, then they could find player-controlled party members to assist them in Explorable Modes.
Improved LFG
Whether this is going to be a full-fledged Dungeon Finder or an LFG Tool with many more features, it obviously has to be better than what we have. I think a suitable compromise is the Party Search feature that was in Guild Wars 1, but extended to work in across different zones and through different overflows. There could also be filters to restrict searches to specific dungeons so that finding a suitable party doesn’t have to feel like a chore.
Level Scaling in Fractals
The scaling used in Fractals really fractures guilds with members who may not be all on at the same time to complete them. It’s interesting but also very segregated. Instead, have guild groups or mutual friends (as opposed to random people) bring in their peers from lower levels to participate in higher levels. That way, a guild doesn’t feel torn apart because a few guildmates were left behind because they were not available for progression. That way, there’s always a feeling that a guildmate is always looking out for you.
Boss Dynamics
In the beginning, people complained that bosses were too hard. After a while, I bet you some of these same people complain that these bosses are too easy once they have learned a trick or two about them. As far as boss mechanics go, you really can’t stop people from learning. Instead, I would say make the boss more interesting. Out of all the bosses I have seen, I would say Giganticus Lupicus is the most interesting, followed by Subject Alpha, the Legendary Searing Effigy, then the Iron Forgeman (the latter is mostly because of the Lore than the boss mechanics). The Ghost Eater could be interesting if the three cannons around them were actually required for the fight.
Explorable Mode End-Bosses (and some mid-bosses) should have shifting or random dynamics. Giganticus is a great example in that there are three phases to the fight with different ways of getting through each of them. However, what if the boss was a bit more … random? What if there was a chance that Giganticus’ three phases were swapped around for each visit to Arah? As in one night, you would do 1-2-3, then next visit would be 3-1-2, and then a third time would be 2-1-3? By sticking Phase 1 in the middle or end, players would no longer utilize the accepted “safe spot” that they would use to get to the next phase; but instead expand their strategies to the very basic idea instead of the very specific.
Subject Alpha is somewhat like that but with abilities fixed to whatever path you choose. However, what if there was a random Subject Bravo or Subject Charlie that did a totally different set of abilities?
Also regarding Kohler and the Cave Troll— depending on which boss dies first should both bosses spawn within close proximity, the rest of the dungeon could either be full of Ascalonian Ghosts or smaller Troll minions. If the party becomes creative enough to skip the event, then the rest of the dungeon could have a mix of ghosts, trolls, and gravelings thus making the dungeon harder than it has to be. Then again, maybe better rewards could be given to compensate.
Trash Mobs
A lot of PUGs I have participated in have a tendency to skip anything and everything that is deemed skippable using whatever means necessary, even resorting to glitches and exploits. Most glitches revolve around using the terrain since most mobs still live in the times of Guild Wars 1 when nobody learned how to jump. So a simple suggestion would simply be to teach the mobs how to jump. That could solve a lot of things.
In addition, the mobs in dungeons should not break aggro, or should have an considerably large leash range. In this case, the key rule is: if you aggro it, you kill it!
At the same time, most if not all the mobs in the original eight dungeons have more health than they should have. The mobs in Fractals is a pretty good step in the right direction as far as the trash goes. However, should there be a Veteran or Champion in the way, give us a reason to not skip them. Perhaps they need to be killed in order to open a gate, or if we choose to skip them, the end-boss might be harder to kill and drops better loot. Or what if killing certain Champions gave the party a zone-wide Magic Find buff, which leads to my next point?
[continued]
I am Fleeting Flash, in-game dungeon cosplayer of Reddit Refugees [RR] .
(edited by Ari Kagura.9182)