I think it is funny how people want them to take away leashing as a determent from skipping. This will just allow people to pull mobs into areas where players can get an advantage over the enemy. Imagine TA where you can pull the hounds out away from the Volatile Blossoms or CoE where you can pull the golems away from the lazers far enough that everyone could just teleport to the waypoint next to the lazer hallway. There is a very good reason for why they have leashing.
The mini-pets in the game are rather lackluster, to be honest. Some are cool, don’t get me wrong. I really like my Risen Priest of Balthazar and some of the rarer ones are cool. But a lot are just…. boring. Can we please have mini-pets that we can get from dungeon vendors? I would love to have a mini Subject Alpha following me or a mini Laurent. Imagine having a mini Giganticus Lupicus following you around? Just saying… I want to have mini-pet versions of the bosses of all the dungeons. Think about it… can’t be that hard…
One of my favorite boss fights in the entire game, if not my favorite, was the fight with Laurent and, more importantly, his gang of Nightmare Knights. I can not express my joy in fighting them enough. It was like when you go to the eye doctor and have to do that eye puff machine… I think they check for something with that… beside the point. You know, how you sit your face in front of the machine and you are waiting for the doctor to press the button that shoots the air into your eye…. kind of scary. Anyhow, it was so exciting waiting for them to all leap right at me, knowing I would only have a split second to react or die. They were why I did TA. I modeled my Warrior after them… They were horrifically effective. Maybe that is what is missing from the rest of the dungeons. That horror of knowing you could be about to die at any second, if you aren’t ready and react accordingly. Consider putting them back please, I really enjoyed them.
Yeah, we could really use some challenging PvE content. This might also help the precursor situation, so I’m totally in support of that. I’m at 2500 rares without a precursor in the MF and it’s pretty unsatisfying. At least this way we could obtain it through something which actually requires skill and dedication rather than pure luck.
Maybe they could have a high drop rate, but be account-bound? That would help mitigate the effect on the economy to some extent.
I love that idea… but maybe to get around the Fractal Weapon problem of getting one you can’t use and can’t sell (because of being accountbound), it could be a token or something that you could trade in for a precursor of your choice that would be accountbound?
Why not have a Dugeon Master prestige title like “Hobby Dungeon Explorer – Rank 50.” That would give people some initiative to do dungeons.
I don’t really like the idea of a title. At the end of the day, whether they add a new ascended item to grind for or a nifty title to show off, I am still doing the same exact thing over and over and over again. I want to DO something different, not get something different.
Let me first say that I love Fractals of the Mists. When it first came out, I thought “This is a very new and inventive way to not only give us new game play mechanics, but also new lore we haven’t seen.” With that being said… there haven’t been any new Fractal editions and after a while the mechanics are getting somewhat tiresome. Also, we don’t actually have a reason to keep going up the tiers, other than getting better chances at Fractal Weapons or rares/exotics.
What I propose is that we add changing Bonus Rounds at each tier. Maybe for tiers 1-9 and 10-19 we keep the Jade Maw, but for 20-29 we have something different. And for 30-39, 40-49, 50-59, etc they each have a different final boss with different mechanics and lore based around the story of Fractals of the Mists. I have heard that the Fractals of the Mists only go up to 80. Why not make the Final Boss of Fractals of the Mists there for the Bonus Round? Make it crazy and make the reward high. Precursors, Ascended Gear, Fractal Armor, I don’t care… I think everyone will agree that there should be something epic that we are gathering all this ascended gear and infusions for.
Tell me what you guys think… and maybe suggest some cool new bonus rounds they could add.
TL;DR Version:
Make it so when you complete all paths of a dungeon, a new path/boss is opened up with a higher challenge and greater rewards such as higher precursor drop rate. The new path/boss of Arah would require doing some of the other Final Dungeon Bosses of other dungeons to unlock as well as the 4 paths of Arah, but would have a substantially better drop rate for precursors.
Regular Version:
I’m hearing a lot of decisions and updates happening for the sake of adding “progression.” However, this is typically referring to item progression. I am of the mind that I want more things to do, not more things to get. I am not saying to get rid of item progression (because this is not a debate thread about gear grinds), but I do think there should be more actual event or activity progression.
Something I remember from GW1 was the idea of progression within dungeons. If you did Slaver’s Exile or Mallyx the Unyielding, then you remember that you were required to kill/complete all other boss/paths before being allowed to continue on to a final path with the big boss of the dungeon. After you completed the newly opened big boss path, the dungeon would reset and you would have to do those paths again to reopen it. I think this is a great way to add progression to dungeons.
Just think of doing Crucible of Eternity and after you finish all 3 paths in explorable, it opens a 4th path or maybe just a boss battle with the Creator of Subject Alpha. Maybe he could have phases where you fight Subject Beta and Subject Gama. Possibly, in Citadel of Flame it could open up a battle where a bunch of Flame Shamans are casting another searing of sorts and you are timed on how quickly you can take something down while fireballs are raining down everywhere. Whatever they do, this is their chance to make an amazingly challenging fight for skilled players. Also, they could start adding more lore to the game. These final bosses/paths could be filled with lore about the world we haven’t learned about yet.
Lastly, each of these Final Dungeon Bosses would award the players with a new token (for the sake of conversation, we will call these Epic Tokens). With Arah (which should be the most challenging) you will not only need to do all 4 paths but also have a certain number of these Epic Tokens. Maybe you could make it like 3 tokens or something. This way, there is a sense of progression to do the new final boss of Arah (possibly, a last nail in the coffin battle with Zhiatan for those who felt the story mode fight was lacking?).
(Don’t worry, I am almost done)
I know what you may be asking. “Why would I want to do all this work for a Final Boss that is simply more challenging?” Well, how about increased drop rates of precursors at all of these new Final Dungeon Boss chests? And at the Final Dungeon Boss chest of Arah, it would be slightly higher than the other dungeons. Maybe 15%… I don’t know. Also, doing the Final Dungeon Boss could give 80 regular dungeon specific tokens.
Just like in GW1, after you complete this final dungeon boss, the dungeon is reset and everyone has to do all of the paths again to unlock the final boss. For the sake of keeping precursors from dropping in price too much, they could make it so you can only do each Final Dungeon Boss once a week or once a day.
There would be a problem of making sure everyone in the party has all of the paths done, because people wouldn’t want to go back to help a 5th out with a path they have already done. They could just make it so that only one person in the group or a majority has to have had done all of the other paths first (I don’t know…. I am sure they could figure that part out).
Tell me what you think… and some cool final boss idea/mechanics for dungeons.
Edit: Moved the TL;DR to the top of the post.
(edited by Goose.5196)