RAID MODES
Various raid modes have been suggested but most agree one mode that fits all would be best. But many have different ideas as to how hard it should be and how many people should fit inside.
HARD MODE
Making content that is tailored to the tippy top of players is only exclusive BUT! A hard mode variant of the same content just for prestige. Would this keep people satisfied?
IRON MAN MODE
Some people like to punish themselves. (Not a serious suggestion)
RAID ROLES
Build diversity should be promoted through event / boss mechanics.
There are lots of builds out there but so far content has directed to time efficiency with all berserker gear and damage builds. Some say it’s due to the effectiveness of dodges, agis, reflects and how they are just as effective with defensive stats as offensive ones. To farther variety skills should scale with stats but this is a topic for another thread in the future.
It’s no longer as simple as tank, heal and DPS. Guildwars2 doesn’t have traditional roles but each profession dips its toe in several pools.
- Melee damage: Being in melee range is the highest damage but also the most risky.
- Range Damage: Range is for situations where it’s not possible to melee or you are playing it safe to counter an event mechanic.
- Condition damage: Condition vulnerable enemies, such as wurm husks. Removal of the condition duration from the unshakable buff and have unique player conditions.
- Kiting: Aggro of the boss or mobs should feel less random, maybe focusing their gaze onto a specific player through mechanics. (ooze attractant)
- Runner: When things require you move fast this is your guy! See that button? Go press it! Pressure plate over there? He’s on it!
- Reviver: A troop of people able to pick up the downed as fast as possible, and have the best chance of reviving a fully downed player. (not sure)
- Support boons: Primary focus on keeping up vital boons for survival such as: agis, vigor and protection also using appropriate combo fields.
- Support reflects: Supports the raid by placing well aimed and timed reflect spells to counter projectiles.
- Support Condition removal: Exactly what it says on the tin, removes conditions were applicable.
- Crowd Control: Slowing and knocking back of enemies running towards your more vulnerable players.
Encounters should be designed with every role in mind and carefully consider what each could do before excluding one.
RAID MODES, SIZES, ROLES & THE DEBATE
INCLUSIVITY
Inclusivity is a touchy subject as may have differing opinions on this.
It’s not like you are excluding your 6th guild member would be from a 5 man dungeon they can just use the LFG system or ask other guild members.
It seems these raids will be a guild activity; excluding anyone from your guild raid would feel like not inviting your sibling to your own wedding.
Although a scaling raid changing dynamically to how ever many people showed up that day would be nice, it would be a nightmare to create and balance.
How Punishing should dying be? Regardless of raid size your death will harm the group’s performance somewhat, smaller groups more than others.
RAID SIZES: Pros Vs Cons
10 – 150 Scaling raid
Pros:
- Inclusivity! all can come and have fun.
- No punishment for not bringing enough people.
Cons:
- Encounter design will eventually become stale as there are only so many mechanics that can scale well between those values.
10 – 15 Small guild sized raid
Pros:
- Small amount of members leads to each individual player having more of a role and feeling significant.
- Organization is easier and communication faster.
- Encounters and mechanics can be balanced easier around smaller groups.
Cons:
- Less inclusive, specially to larger guilds
- While having ones role mean significantly more it also means if they fail its more likely to cause a wipe.
- Higher pressure to perform well, emotions may flare when something goes wrong.
15 – 25 Medium guild size raid
Pros:
- Larger inclusivity
- Part of the challenge is the organization, nicely devisable number if you have split up events / bosses.
Cons:
- If you can’t get enough people you can’t raid.
- Small guilds will struggle to get this may to the raid.
25 – 40 Large guild size raid
Pros:
- Probably the largest raid you can get and still have reasonable organization.
Cons:
- Large scale raid on the cusp of becoming “too zergy”
- Even medium sized guilds will struggle to get this many people.
- Lower vetting standard all are permitted regardless just to fill the numbers.
40 – 80 WvW zerg size raid
Pros:
- Teamwork and synergy with boons fields and movement are fun when mastered.
Cons:
- Hive mind mentality tends to occur, mainly all follow one person as a “blob”.
80 – 150 World mega boss zerg size raid
Pros:
- Large scale challenge unique to that of GW2 building new communities to combat them. (Tequatl & Triple Trouble)
Cons:
- Communication and preparation are very long winded and eventually become tiresome. (I commanded world first wurm kill at amber head)
Thanks for this post. I was working on a similar condensed post, re evaluating some of the suggestions based on feedback and feasibility. Good job
GUILD WARS 2 RAIDS
Raids in Guild Wars 2 are completely different to that in other MMORPGs. There is no “Holy Trinity” so encounter mechanics have to be tailored to everyone helping each other.
We wanted raids to differ from the world boss content therefore each raid will have a portal in the zone the raid is situated.
UNLOCKING RAIDS & ACCESSABILITY
Raids in Guildwars2 are a guild activity.
We decided to do this to encourage a higher level of communication and organisation between players so you can take on this increased challenge and promote competition between guilds.
- New guild upgrades category: RAID
1. Research Raid (Mordremoth’s Lair) Unlock – 10000 Influence over 1 week
2. Research Raid (Tower of the Dead) Unlock – 20000 Influence over 1 week
- This is the one time research to unlock the raid.
- Guild Raid (Mordremoth’s Lair) 3 days – 200 Influence.
(This opens the raid instance for 3 days for your guild.)
- The Instance area is only accessible to guild the members while the guild buff is activated.
PEOPLE, CAPACITY & SCALING
There are small guilds and there are big guilds, each community of players varies in size and we can cater for both with instance scaling. Like any open world encounter it scales to the amount of players in the event, your guild instance will dynamically scale to the players inside.
- Only guild members can access this instance.
- 10 person minimum and content scales up to the map capacity of 150 people.
- While encounters inside the raid are in progress it will not scale down, so don’t die!
RAID CONTENT: BOSSES
Raid content in Guildwars2 is hard.
Unlike most world bosses each encounter will be uniquely tailored to challenge your skill as a team and an individual.
- Hard boss fights with multiple phases.
- Unique roles for individual players such as; kiting, pressure plates, jumping puzzles, cannon firing, etc.
- Each boss has at least one attack that ignores agis and downstate to instantly kill you. Beware!
- If a boss is rooted to the ground there will be a reason for it.
(no more dragons standing still.)
RAID CONTENT: ENCOUNTERS
Events and regular foes throughout the raid instance are interesting and unique mini encounters no longer trash in which you skip or run past.
- All foes will no longer leash to their origin, they will now pursue relentlessly until you or they are killed.
- Some creatures can sense you through stealth, so hiding won’t work!
- Loot table with; unique and rare drops, raid currency, mystic forge components and mini pets.
PROGRESSION
There is no gear treadmill in Guildwars2 so content is gated by how well you can work as a team and navigate the mechanics of the encounter. To progress in this new raid environment you must overcome each challenge as it comes.
- As content gets harder you must get better and you are rewarded for your effort.
- As new raid content is released the older raids will be rebalanced to make it more accessible
- The currency based rewards are high while the content is at its newest.
REWARDS
Unique armour and weapon skins, achievements and titles
Rest TBA
Guild leader opened 1.12 million bags and finally got it :P
he must have used a macro to open all of those
… or a very sore finger.
Side note / suggestion: Right click “Consume All”
Attachments:
Guild leader opened 1.12 million bags and finally got it :P
ADVANCED RELIC TAB
The BUY-4373 has a new advanced relic tab containing skins and tonics in exchange for pristine fractal relics.
- Fractal Skins for 50 Pristine relics.
- Endless Fractal Tonic for 250 Pristine relics.
DAILY REWARD CHANGES
The daily reward chests have been reworked to give higher rewards equal to that of the fractal’s difficulty and duration. No longer need to run lower level fractals to get additional daily chests.
- Rewarded on unique boss kill of the day.
- Removed Rings from the daily fractal reward.
- Rewarded 10s per fractal level from daily reward.
- Fractal skins are now chosen from a fractal weapon box that drops instead of each skin separately.
- Ascended Weapon and armour boxes remain unchanged.
- New Mistlocked Chest containing Fractal armour skins.
- Each boss has its own daily reward instead of every multiple of 10 having its own daily reward.
FRACTAL ROTATION CHANGES
The random rolling of fractals often hugely swayed the length and difficulty of any given run. Now you are given the option to choose your next fractal and how challenging it is.
- Fractal Event: Complete fractals to open the boss portals.
- Select your first fractal from the fractal lobby. (Vote process like dungeons with 11 choices.)
- If the vote is tied randomly select from the tied fractals.
- On fractal completion there is another vote for the next fractal.
- Each Fractal raises the fractal event bar. (By how much depends on difficulty fractal and how may fractals you have done before it.)
- When the Fractal event reaches the top you can vote for random boss fractal.
- The Fractal Event has 3 tiers, as each tier fills you can go to multiple bosses. (Each fractal or boss fractal can only be done once per instance.)
- Completing all 11 fractals fills the fractal event bar to tier 3 and you can do all 3 daily bosses in one go, or do them as you tier up each time.
FRACTAL LEVELLING CHANGES
- Fractal level cap raised to 80.
- Agony continues to scale higher.
- Fixed level mistlock instabilities removed.
- Killing a boss will raise your fractal personal level by 1 and up the instances fractal level by 1 (unless they are capped at 80.)
- Instability gambits are selected from the console. http://imgur.com/cMLW0RX
- Each instability added gives an extra 10s in the daily reward chests and higher likelihood of an endless fractal tonic, fractal weapon, ascended armour or weapon boxes.
- Also new Mistlocked Chest unique drop when instability gambits are active. (More gambits raises the chances.)
Are you seriously complaining about only having 250 of your bugged 560 bonus chests left?
They should have reduced all (exploitably) bugged chests to zero and then added negative bonus chests for all already opened bugged bonus chests.
I didn’t mean to complain, as I doubt I will even reach the 250 either.
Just a suggestion have a single first, second and third chest instead of 3 chests each week.
:)
I had 560 bonus chests left to claim I was getting through them with rank ups but the pool was so huge I didn’t think would ever reach the end.
I don’t see why the bonus chest can’t just have a bigger reward in it; so you don’t have to rank up so much to claim it all.
Proposal 1 Overview
- Separation of fractal level and Mistlock Instabilities.
- Mistlock Instability improvement and use like jubilee gambits.
- Fractal level cap increase and agony skill hike.
Goal of Proposal
- Choosing your difficulty scale by gauging how much damage and agony you can take or dodge, this increases the drive to gather gear and resistance alongside your improving player skill.
- Adding optional Mistlock Instabilities that you can stack together to test your skill like the Queen’s jubilee Gambits.
- Changing the formula away from its current state where you only see a few Instabilities that make little to no difference at all.
Proposal Functionality
Increasing your Fractal level should increase monster damage and health linearly and your agony damage exponentially.
As you reach higher fractals and the agony damage exponentially grows requiring either more resistance or a higher level of skill.
Guaranteed agony applications should be removed and replaced with the ability using player skill to completely avoid agony (Boss start agony). At the Fractal level cap (raise it to 80) agony should still be an issue with high resistance.
Mistlock Instabilities are added separately in the Mistlock Observatory like the gambits during the queens jubilee. Stacking multiple Instabilities will increase your reward.
Associated Risks
- Players may feel obtaining agony resistance for higher levels is required.
- Rewards for adding multiple Mistlock Instabilities could be hard to keep balanced.
- Combination of some Instabilities may be impossible and require changing.
Proposal 2 Overview
Fractal Median System
Goal of Proposal
Remove the bad RNG from the fractal rotation and install a fairer system that equalizes time and difficulty over the 3 fractals to a median length.
Also disincentives restarting the fractal until you get swamp and giving more variety to the fractal combinations.
Proposal Functionality
Remove the old fractal tier system and replace it a Fractal Median system.
Each fractal is assigned a value between 0.5 and 1.5 depending on length, complexity or overall difficulty.
Fractal A
Random draw from the entire pool of non boss fractals with equal chance.
Fractal B
Chance percentages are drawn up for the remaining fractals depending on the value of the previous fractal (if you previously got a 0.6 fractal then the 1.4 fractal would have the highest chance of appearing next. The farther the difficulty from 1.4 the lesser chance of occurring).
B = 2 – A
Fractal C
Picks the fractal that will bring the cumulative value across them all to 3 (or as close as it can).
C = 3 – ( A + B )
Associated Risks
Accurate judging and listing of the difficulties.
Team composition will affect the difficulty differently.
Triangular distribution in favour for medium length third fractals.
I’m done this achievements easy on main channel
first time I’m kill Amber Head , but I’m die and don’t give progress for Wurm slayer.
then I’m kill Amber Head again , and take 1/3
then kill Crimson Head and my progress will be 2/3
then Desolation kill Wurm I’m be on Cobolt Head , and I’m done Wurm Slayer , I do not see problems getting this achievement.
http://i.imgur.com/Ib3TcTs.jpg
That’s you, but what about the poor commanders & players that have refined their craft on one wurm to push for the kill. Its a combined effort and it just seems a little flawed and anti-productive to switch people around.
Anyhow; congratulations on your title.
I did manage to get all the achievements, but I really sympathise with you guys. Having achievements locked behind RNG is NOT the way to go.
That said, the name “Fractal Fortnight” should have been a dead giveaway that it was only going to be around for two weeks. Still, I heartily support a suggestion of having a timer beside a particular meta achievement to let us know how much longer we have to complete it.
The “Fractal Fortnight” was just called Fractured for me, nothing else said 2 weeks, at least not clearly. It seems like most people understood it was 4 weeks. As did I.
Not enough time, this needs to come back and last a reasonable duration.
90% of my guild was shocked to see it go 2 weeks early.
One has even stopped playing as he didn’t predict the foreclosure; and no longer able to say he is 100% living story.
I agree, removed too early.
Its gone away 2 weeks too early!
A minor suggestion:
1) Instead of everyone starting with a keep really far from each other, why not have all the servers start relatively close to the middle.
The 3 spawn points should be on ships circling the centre of the map, so no server is ever closer to one keep or another.
For example like this: http://imgur.com/ugFGwYy
2) Have all 3 keeps neutral at the start.
3) The harder monsters drop 1-2 supply, similar to dolyaks chance to drop 5.
Some of the effects:
-This will create more epic fights over who can cap it first.
-Then strategic manoeuvring or dodging to return to a keep after death during a siege.
-Roaming in enemy territory and node defence will be more balanced as you cannot get back to your bases any faster than your enemy can.
-Finally maybe a use for having PvE mobs inside a WvW arena, this could make things interesting.
seems if 1 party member dies it fails it for the whole group
No. Rez him before the kill.
we did, hmmmm
seems if 1 party member dies it fails it for the whole group
Racial Dance Lessons …
“/dance norn” or “/dance charr”
So any race can do any dance.
To combat arrow carts maybe make retaliation affect the operator. Would make for some interesting tactics.
here is the video of Tequatl being killed with 4:40 mins left. Desolation server people on Ruins of Surmia
Huzzah sum1 did record it
you guys aren’t even close =p
Doesn’t count your timer for P1 froze ^^ http://imgur.com/Xsmvctv …
http://imgur.com/YKvMeNM …
edit: Shame
(edited by TPenny.5071)
World first overflow kill just now :P (made by deso guilds)
Yep, we very much need a way to suicide when stuck due to the game bugging out.
So this happened….
ONE bauble and boss kill away from getting my bauble achievement in zone 2 and I glitch into the gong log. I can see the last bauble I need but I can’t get out. Tried digging up bunnies but they won’t engage even though I can hit them.
Needless to say, I’m a wee bit irritated atm.
oh yes, this happened to me on tribulation, luckily I did my run with 2 friends that could summon bunnies on the small platform for me
Nope … no one
Use the spade to summon bunnies. That’s how I suicide when I’m stuck.
Persistance is a skill
TY ^^
Edit: Nvm Done 100% Tribulation mode achieves now WOO … no skill just persistence… :P
(edited by TPenny.5071)
OK I’m 100% sure i played all the notes, yet the door wont open … losing faith in humanity do i play them too fast? or playing noted while knocked over doesn’t count?
been trying for ages now cant play the flue song with that no no cloud zapping me, the door just wont open …
From that shop back over the river to the geyser, hidden shop with the flute song.
Big waterfall where you climb up, be on the 2nd highest platform and bomb the very edge of the waterfall.
Cant seem to Get to the last one on the waterfall, after an update the 2nd rock was made higher and I have no idea what they did to that awesome log jump, but its no longer awesome, just cumbersome.
I’m missing soooo many shops anyone know how many in each zone and where they are? ^^ ty in advance (also w2 treestump)
New wp in w2z2 trib insta death on spawn
in Super Adventure Box: Back to School
Posted by: TPenny.5071
yea just had to deal with that, added an extra hour onto my run time with the checkpoint after it not working doable, but adds that extra “its not working properly” frustration
Seems one solution to this problem is to make it instanced and have guilds do it together.
hmm also wondering if any one else used this method to make precursers?
The Invaders hammer that are bought from the WvW weapon merchant are no longer mystic-forgable.
I was already aware that the berserker hammers wouldn’t go in the mystic forge, and thought this was a bug.
So now assuming it was the other way around and all the hammers I’ve saved up for the fix are a waste of bank space
Any chance for a change to this in the future? Or a reason as to why its like this?
The 1g+198 badges seem like an equal trade for the 1-2g you would save purchasing the hammers on the TP.
Oh balls, should have done my research b4 I bought a buttload of hammers…
Yup. Almost deleted my full T3 & Arah geared war because of this patch. But, decided to shelf it….for now. They got wrecked, big time. Sad that I can’t even run my 32k hp shout heal tank. And still dish out ok damage. Goodbye easy facetank lupi runs. Thank you CoF zerkers for this nerf………… -_-
/endrantI don’t think CoF berserker warriors are what made these changes come about. The changes barely affect the greatsword build from what I’ve seen.
It begs the question though, did anet really think all these changes through or did they just put a list on a wall and threw darts at it while blind folded to see what kind of changes they’d make?
It affects pretty much every GS build; all in a negative way.
We were buffed in other ways. ways in which the new blind buff completely negates in pvp, and have little to no effect in pve.
Who works on jumping puzzles?
Firstly I would love to say; I really admire the time and effort that you put into your work.
I also love to create puzzles and dungeons in games, similar to that of Zelda and Mario, although current employment doesn’t enable me to regularly, I’m the sort of guy who enjoyed the water temple. In it for the challenge and the sense of achievement for accomplishing the task I’ve set out on. If I could help build them I would.
Back on topic, good work Josh. Keep them coming.
Just a final 2 words: Gerudo fortress.
And what would this boon give that Stabilty don’t give already?, sound like a slightly weaker version of stabilty to me (depending on its duration, could in cases be even stronger than stabilty, if they duration is longer)
Stability doesn’t affect cripple, chill or immobilise, and was thinking 4 to 5 sec being the maximum time anyone can apply sure-footed.
An idea for a new boon to be added.
[Sure-Footed]
Movement speed minimum is 100%; stacks in duration.
This Boon provides a grace period of movement, not an immunity or removal of the conditions but counteracting their effect for a short time.
This should affect Cripple, Chill and Immobilise . Chill’s skill cooldown increase should remain. Immobilise is also very strong at the moment and Sure-footed as a strong counter potentially outlasting the duration of the condition if applied skilfully. Alternately when fighting opponents that constantly apply slowing effects it can ensure your getaway or gap closer is effective.
A couple examples of existing abilities that could use this effect:
Warrior’s [Rush] and [Balanced stance]
Thief’s [Hide in Shadows]
Guardian’s [“Retreat”]
Mainly charges, leaps, gap closers and get away abilities.
Additional utilities and traits could also be added / tweaked to include Sure-footed as a perk.
Just an idea I would love to discuss.
http://www.youtube.com/watch?feature=player_embedded&v=kXRTfI06pXY#!
This Video really helped me, Got the best spots to jump in it.
I assume its because the KS booster is the only booster that wasn’t forgeable before the patch.
Probably something for tomorrows patch.
Today…
1st run Magg = 45 icons (aprox 25 mins) no exploits used
1st run Effigy = 30 icons (aprox 45 mins)
2nd run Magg = 5 icons (aprox 20 mins) a thief used an exploit, I couldn’t stop him
Since the DR patch I’ve never got 60 icons for a run, some friends of mine get 60 every run even to the same path more than once.
Any ETA on patch? I’m 20 icons away from my chest piece (would have had 4 days ago if it didn’t bug for me)
Game bugs making my life as a collectoholic rather difficult.
I think its happening to a lot of people at the moment. something to do with the diminishing returns on our rewards not calculating properly.
I get it when ever I kill a risen grub in both personal story and dungeons.
Kinda wanted to finish my CoF set.
But received 15 for first run of the day (path 2) completed in about 25 minutes
and 6 for my second run of the day (path 1) completed in about 40 minutes (first time on this path)
What was so wrong with the old system?