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Should dungeons be the easy mode to raids ?


Jhule.7230

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Should dungeons introduce you to raiding mechanics using bosses and events that push you to gain the same rewards as raids but with a different theme?At the same time be pushing you towards gaining the skill base needed to understand the mechanics within raids before you encounter them?When you see these mechanics will you understand what is coming and can react in a meaningful fashion?

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@skillze.7689 said:Should dungeons introduce you to raiding mechanics using bosses and events that push youAt the same time be pushing you towards gaining the skill base needed to understand the mechanics within raids before you encounter them?When you see these mechanics will you understand what is coming and can react in a meaningful fashion?

'Dungeons' already do. Fractals include similar mechanics to those found in raids.

to gain the same rewards as raids but with a different theme?No. Raid rewards are for raids; dungeons and fractal dungeons already have substantive rewards to match their theme & difficulty levels.

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@skillze.7689 said:Should dungeons introduce you to raiding mechanics using bosses and events that push you to gain the same rewards as raids but with a different theme?At the same time be pushing you towards gaining the skill base needed to understand the mechanics within raids before you encounter them?

Short answer: dungeons were designed before raids were ever an idea. As such the experience you might gain there will not directly relate to raids. Fractals are closer to that.

Longer answer: pve difficulty overall is very low across the entire game. What ever preparation you can gain will be limited to how much beyond you want to go of understanding your class and the how the game and it's mechanics work. Simply clearing content will not get you far thus if that is your only goal, you will be ill prepared.

Ironically enough, spvp and wvw if played seriously will prepare you far better for raids than most of the pve content. This is due to those game modes forcing players to understand their class and the game mechanics if they want to succeed. Something which is required for raiding. The adaptation to diverse opponents is also a good practice.

@skillze.7689 said:When you see these mechanics will you understand what is coming and can react in a meaningful fashion?

If by see and react you are referring to: can I enter a raid and be good enough to clear a boss first try only thanks to visual cues, then no. Every raid boss will require practice and understanding of how to overcome them. This can be trained in that people can be well versed in their class and how overall raids work, thus an established raider will have a much easier time adapting to a new boss and its mechanics. Nothing will overcome actual practice though, and will always be required.

@skillze.7689 said:As an extra idea dungeon regions can reward the different types of raid rewards for completion.

Dungeons have their own set of rewards scaled relatively to their difficulty. There is no need to make any changes.

Final note: it is highly unlikely that dungeons will see any amount of work done to them. They are established content as is and are only being maintained. No active work is being done on dungeons. They have also significantly become easier over the years as new more powerful builds were added into the game with expansions.

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Dungeons are already quite the easy mode given their leftover-from-another-time status which precedes all of the powercreep since HoT. There could be reworks, there could be updating but I dearly wish they won't be turned into a "just for the newbies/lowbies" thing.We do not need any more silly story instances so easy that it is almost impossible to fail them. Seen other games do this (turn old dungeons into soloable or more like jokingly easy newbie content) and it always made me sad to see what they did to such beloved content and the fact that none of the new players would ever experience said content the way we did.

Besides, the easiest way by far to inject new life into dungeons would be to update the reward system. Add ascended armor and weapons to the vendor at a well calculated price and additional currency sinks for those not interested in gear. They could even add the trinket recipes which are a good way to turn currency into gold. These changes would give new players a place to go to acquire ascended gear if they aren't interested in crafting while adding further incentives to play dungeons for all of the veterans.

Having said all of that, I still do not believe dungeons are a good place to introduce yourself to raids. They might teach you certain PvE basics but Fractals are a far better place to prepare anyone wishing to raid. Mechanics are far more similar compared to the outdated state of dungeons. I also think neither of these, or any other content, should reward anything unique to raids.

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