Hey guys, I thought I might try summarizing the discussion so far, as it’s reached a length that I think makes it tough for people to jump in and contribute. We’ve seen a few “I don’t have time to read this, but here’s my idea [that has already been discussed]” posts so far.
I’m going to do this differently from the link-heavy versions we’ve had others do here and try to summarize the discussion so far. Hopefully some people find this helpful.
Rewards
Rewards have been a heavy topic of discussion, perhaps the most-discussed topic so far. Opinions on rewards vary, but tend to fall into a few core statements that seem to resonate with the community. Overall, Fractal rewards are insufficient compared to rewards in other game types. Suggestions for improving rewards vary, but include: increasing gold, providing other uses for regular and pristine relics, and adding upgradable Fractal armor (beyond just the backpack).
Time Required, Barriers to Entry, AR, and Dredge
One theme we’ve seen come up a lot, in different ways, is that Fractals represent a relatively large investment of time and perhaps gold. Getting started with Fractals can be challenging as there is not necessarily an easy way to learn the encounters due to the randomness of shard choice. Having 4 Fractals at a time can represent a significant amount of gaming for a group and may exclude players who only have an hour or less to play. Progressing deep into Fractals requires Agony Resistance, but that is bound to a character and can make progressing multiple characters through Fractals difficult and expensive. And worst of all, a quick Fractals run can be sidelined by an unlucky Dredge roll which can take many groups twice as long as other Fractals.
Solutions for fixing these problems vary, but include “saving” Fractal progress so single shards can be done at a time, a Practice Mode that allows groups to choose a single Fractal to attempt, some sort of AR-avoidance mechanism as a group buff or bundle, or even account-bound AR.
Dredge has pages of suggested fixes, but most of them center around reducing the total number of mobs, especially in the “clown car” encounter, or removing one of the 4 “parts” to the Fractal: button, hallway, Champ/clown car, final boss.
Rolling For Swamp
The most controversial discussion so far has been on the topic of “rolling” for the Swamp Fractal. There does not appear to be a consensus on this issue – there isn’t even a consensus that rolling is “bad” – apart from variable rewards depending on Fractal difficulty could be a way to reduce rolling. Some players even suggested allowing the group to vote on the Fractal at every stage.
Additional Fractal Content
There has been discussion surrounding adding new Fractals as a way to introduce new lore into the game or revisit unanswered questions. Suggestions for new Fractals have included using alternate versions of GW1 missions or dungeons as well as Fractal versions of events from the three Guild Wars Novels.
This is my own personal view of what people who might not be following closely should know to “catch up” a bit. There were topics discussed which I left out, some on purpose, others by accident, but I still think this is a relatively representative summary.