I love getting feedback like this. It helps inform our decisions about what changes to make and when to make them, and for the record we agree with a lot of the assessments you have all given here. Keep it coming! 
(edited by Benjamin Arnold.3457)
Thanks guys, we worked really hard on this and I’m glad it paid off! I hope this sets the standard for what you all can expect from us going forward.
We have the capacity to make new content that doesn’t use as many old assets, and we will be doing that. We just really liked the idea of ToN as a fractal and had the added bonus of needing less prop + texture support, which meant Jeff had more bandwidth to do new effects and map art as well as work for the next fractal.
Since we have 16 different fractals with nightmare included, and only 3 daily fractals which are completed in less than 30min with an experienced group, can we please get more dailies?
We do actually like keeping the dailies somewhat short, since lots of dailies means that groups feel they have to play for hours per day which contributes to burnout, especially if you don’t clear the fractals on the first try. Adding a tier 3 daily recommended is not out of the question however.
We have the capacity to make new content that doesn’t use as many old assets, and we will be doing that. We just really liked the idea of ToN as a fractal and had the added bonus of needing less prop + texture support, which meant Jeff had more bandwidth to do new effects and map art as well as work for the next fractal.
Happy to see so much discussion here! I can give a little more non spoilery info.
It is going to be a single fractal, not two like the other ep 1 fractals.
Mechanically and story wise it is almost nothing like the original. You will get tinges of nostalgia but we very much wanted this to be a completely unique experience for both players who played the original and new players. The prime focus is on the encounters and the combat, so expect some fun challenges
Warm up your dodge keys folks!
Also… don’t neglect the protection boon!
You’re right about his invuln phase. But then there were the nerfs to attack frequency and some other things, which I was talking about.
They only really changed the way he chains skills together to prevent him from doing crazy things that left him open for minutes of ranged DPS. The rest of it was bug fixing, making the Oakheart champs less stupid, and reducing Bloomy’s melee hate so people wouldn’t feel compelled to range all the time. Only other thing you might consider a nerf is slower projectile speed, but it was such a small reduction that you can barely notice (especially in close range). In many cases, the ‘nerfed’ parts of Bloomhunger’s encounter were given higher damage to keep them threatening. You can remind yourself of all of the changes here.
Yes, most of the “Nerf” was just easing some of the things that felt unfair. When I made the balance change I wasn’t trying to make it overall easier, just more fair and fun, based on personal experience and feedback from you guys. I think it succeeded in that regard. Besides, Bloomhunger doesn’t need to be the hardest fractal boss. There is plenty of room to do that in future fractals.
Also, thanks for stroking my ego a little bit guys.
This has been re-enabled. Happy training
Yes cliffside is bugged right now, the hammer does not properly function, especially with toxic trails. 94 cliffside is much easier than the lower one;.
What map are you having this issue with?
We have identified the bug and are working on a fix! Sorry for filling your bags :c
Sounds like a bug, where did you get these bags from?
Just checked, looks like only the geyser was fixed, not the challenge mote.
EDIT: I was wrong, srry. I didn’t see it even though I checked after that update. Does any one know where it is?
The challenge mote was moved to the new starting area. It should be in the cave.
Good thing the fractals team thought of this already
keep an eye on patch notes.
there are 1000 more important issues and you think of this one…
Sometimes a fairly unimportant change requires a trivial amount of work, so it is easy to put in. Would you prefer us to not fix these easy things? 
Not a dev of course, so can’t say anything about their software or techniques, but from what they said before it’s not that. The real problem lies not in designing 6×2×5 pieces. It lies in matching that pieces to all already existing older armor sets, and making sure there aren’t some glaring connection problems.
(something they obviously didn’t do that well on non-human versions for some of the past armor sets, even for the same-set pieces – see naked belly case on many armors in Norn version, or charr armor in general)
Correct, and making sure it doesn’t clip with certain body types, which can still sometimes be a problem
I am not an artist so I’m not sure exactly how difficult this all is, other than what I have been told.
Good thing the fractals team thought of this already
keep an eye on patch notes.
The daily rotation will be changing to better distribute fractals. It still isn’t going to be perfect, but it should hopefully feel a bit better than it does now. This is something that will change with every new fractal.
We are definitely looking into more ways to spend fractal currency. Adding more rewards is an iterative process, so if you have a stockpile of pristines, relics, and pages I recommend holding on to them in case we add future rewards. We are of course always looking at feedback and suggestions for good rewards
They said in the Fractal CDI thread ages ago that they dont have the resources to dedicate to an armor for fractals. Seeing that legendary armor is taking almost 2 years of development to come out, I would have to assume thats true.
This is correct. Art resources that would be spent on a set of armor that works across all races and professions would be better spent on creating new fractals. However, new weapons are much easier to make.