Dungeons — Guild Wars 2 Forums

Dungeons

It would be cool to see you guys revamp older content like dungeons, or come out with new ones. I miss that stuff

Comments

  • Gulbasaur.1865Gulbasaur.1865 Member ✭✭✭

    I agree. I think more story content would be very welcome, especially with so many characters. I'd like to see a bit of a spruce-up of old-world content generally... decent meta events in Central Tyria would be amazing.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    @Gulbasaur.1865 said:
    decent meta events in Central Tyria would be amazing.

    There are tons of events in Central Tyria. I assume you meant larger scale ones like what we have in HoT, PoF, and LS? The major I issue I see is that even though you get scaled down in lower level zones, like when a LV80 goes to fight Toxic Spider Queen, you still retain all your trait lines and utility skills. It would be pretty hard to build a meta around LV 20-30 characters who only have access to 1 trait line without making it dirt easy for LV 80 players, or super hard for leveling players.

    That is why predominantly the larger meta events take place in the Orr regions, which are technically "endgame" zones for the core game.

    As for revamping, it won't happen. ANET has repeatedly stated they have no plans to touch dungeon content, but instead are focusing on new fractals. I agree it would be nice if they tied group content to the LS, as that is what the dungeons were for the core game, but the concept of the fractal (fragments of time) doesn't really sync up with that.

  • The reason that existing dungeons won't get revamped is that the tools used to make those parts of the game have been superseded by newer, better tools. They didn't design them originally to be able to easily evolve over time, so fixing or adjusting minor things is a headache and a half.

    The reasons that they won't be adding any other dungeons is that Fractals are dungeons, just with a lobby access point, rather than differing ones in the open world.

  • Regn.1924Regn.1924 Member ✭✭

    Dungeons are the most unpleasant experience that this otherwise wonderful game has to offer. I hate to think that they might define how new players see end-game content.

  • ROMANG.1903ROMANG.1903 Member ✭✭✭

    I would like to have story dungeons as a special fractal category.

    Explorable dungeons could become open world events scaling to the number of players, with mechanics pushing us to plan ahead and push all 3 paths at once. Kind of like a mini dragon's stand.

  • Still doing this, eh? Pretty sure this dead horse has been beaten so badly it's just a barely-visible stain. I lament the deprecation of dungeons as much as the next player, but at some point we gotta let it go, remember the good times, and move on.

  • crepuscular.9047crepuscular.9047 Member ✭✭✭✭
    edited January 9, 2019

    it's been how many years since devs gave up on dungeons?

    people used to do it for the liquid gold, but after anet removed it, dungeons are now abandoned in ArenaNet's dungeon (pun intended)

    if a revamp is needed, I would like to see only the Story instance to be changed to teach new players the mechanics like dodge, break bars, group stacking, combo fields, etc, and to be a mandatory part of the personal story.

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  • What disappoints me about this game is that virtually nobody does dungeons when it is the appropriate level to do them. Open world events & personal story completion is jammed down your throat when you ask people if they want to run something. The only time people run dungeons is if they can put a full group together with friends or guildmates. I wish they would implement a queue finder system to help people get grouped up for dungeons & then ported into the dungeon when it is ready. Many other games out there have these sort of things but GW2 for some reason just lets people look in LFG and then have to go there themselves.

  • I think the game needs them. Many people avoid Raids because of the difficulty and large party requirement(including Myself) and others wont touch any PVP/WVW content, so once they beat the story they leave the game until next living season etc, and they come back for those. They love the game and story but there is no new content for them. The ONLY reason one of my friends wont play GW as much is because of dungeons.

  • Ayrilana.1396Ayrilana.1396 Member ✭✭✭✭

    I play ESO which has a queue system and I hate it. Dungeons appear empty because there’s really no more reason for veteran players to go there. Have you tried creating your own groups rather than constantly check for one?

  • Iris Ng.9845Iris Ng.9845 Member ✭✭✭

    Dungeons are still HARD enough to TRASH players of their expected level and experience. Most casual players avoid dungeons because they do not give substantial REWARDS for time INVESTMENT. As a bonus, they do not offer any ascended equipment to farm for. Meta groups can earn 400x amount of liquid gold by selling raids than selling dungeons. Without the driving force of Meta, casual pug players drop the content in no time. New players left frustrated without guidance in harder dungeons. Dungeon rewards can be earned by trade-killing in private pvp arena.

    There is no easy fix in dungeons. Dungeons are not just a map where you can add an NPC to tell you to go to the next point to kill a boss and collect the rewards. The DEVs who coded dungeons left the team years ago and they struggled to carry their legacy - or even fixing the bugs when new things were added. Every content needs to be built upon technical feasibility. SO unless you're an able coder, please understand and accept its limitation.

    I don't know what to comment about scaling dungeon events to the number of people like a bounty squad. Really?!

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    @gaymer.1648 said:
    What disappoints me about this game is that virtually nobody does dungeons when it is the appropriate level to do them. Open world events & personal story completion is jammed down your throat when you ask people if they want to run something. The only time people run dungeons is if they can put a full group together with friends or guildmates. I wish they would implement a queue finder system to help people get grouped up for dungeons & then ported into the dungeon when it is ready. Many other games out there have these sort of things but GW2 for some reason just lets people look in LFG and then have to go there themselves.

    That is unfortunate, as the dungeons tell a story that folds into the personal story for the core game. Want to see where Rytlock and Logan begin to mend fences? That happens inside Citadel of Flame. Interested in what is keeping Destiny's Edge from reforming? Head into Sorrow's Embrace.

    It is what it is though. If you really want to run dungeons, then hunt for a guild that is interested in that content and group up with them. I don't buy the "difficulty" bit as Story Mode is pretty easy for every dungeon I can think of - it's just there are zero rewards for doing story mode other than...the story.

  • Durzlla.6295Durzlla.6295 Member ✭✭✭✭

    honestly, at this point I really wish dungeons would just get rebalanced around being solo content, so at the very least people that want to do dungeons can without having to find more people. They’re practically soloable as is with the exception of some of the puzzles anyway.

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  • ProtoGunner.4953ProtoGunner.4953 Member ✭✭✭✭

    The old dungeons are extremely bad designed: Too hard for noobs, too trivial for veterans. There is absolutely no middleground. But they won't touch them anymore. That's why we have fractals. Still I think dungeons add flavour to the game. They usually are themed after the areas of the new expansion which I like. I would appreciate some new dungeons in the new areas be cause of this.

  • Henry.5713Henry.5713 Member ✭✭✭✭

    The major downside to dungeons has always been that they are rather hard content for groups of newbies. A single skilled level 80 is able to carry everyone but that shouldn't be a requirement. Story dungeons should be on the easier side to fit groups of inexperienced low levels. This would at least fix the issue of players not being able to follow a part of the story, even if not the most important of parts.
    The intend behind the explorable paths has always been to provide a challenge for everyone involved, even level 80s. They are simply outdated in terms of mechanics but even more so in terms of rewards. There is little reason to run dungeons over much easier low tier Fractals.
    The easiest way to make people return would be the addition of Ascended gear to the Dungeon NPC. This could be done by adding another tier of Dungeon Armor. It would turn dungeons into a starting point for everyone interested in progressing towards Fractals and later raids. A place to farm for Ascended gear, not unlike we used to farm dungeons for our first set of Exotics so many years ago.

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  • I enjoyed the challenge of Aetherpath though, used to do teaching runs for people back when dungeons were still a thing

  • Hyper Cutter.9376Hyper Cutter.9376 Member ✭✭✭✭

    @Turkeyspit.3965 said:

    @gaymer.1648 said:
    What disappoints me about this game is that virtually nobody does dungeons when it is the appropriate level to do them. Open world events & personal story completion is jammed down your throat when you ask people if they want to run something. The only time people run dungeons is if they can put a full group together with friends or guildmates. I wish they would implement a queue finder system to help people get grouped up for dungeons & then ported into the dungeon when it is ready. Many other games out there have these sort of things but GW2 for some reason just lets people look in LFG and then have to go there themselves.

    That is unfortunate, as the dungeons tell a story that folds into the personal story for the core game. Want to see where Rytlock and Logan begin to mend fences? That happens inside Citadel of Flame. Interested in what is keeping Destiny's Edge from reforming? Head into Sorrow's Embrace.

    It is what it is though. If you really want to run dungeons, then hunt for a guild that is interested in that content and group up with them. I don't buy the "difficulty" bit as Story Mode is pretty easy for every dungeon I can think of - it's just there are zero rewards for doing story mode other than...the story.

    Yeah, at bare minimum the story dungeons need to get the Victory or Death treatment, becoming true solo instances and added into the personal story at the appropriate places.

  • @Regn.1924 said:
    Dungeons are the most unpleasant experience that this otherwise wonderful game has to offer. I hate to think that they might define how new players see end-game content.

    I am a new player that just hit level 80 and without having riaded/fractal'd yet i can say the dungeons were very very easy but had some great end bosses in the higher levels.

  • Zenix.6198Zenix.6198 Member ✭✭✭

    Dungeons could be a very good tool for story telling.
    I would rather see the return of dungeons than some "easy mode for raids" tbh....which, in all honesty, is all they really are already.

    Newer ones wouldnt even have to be long / have big areas.
    Boss 1 --> grp event --> Boss 2 --> mini puzzle --> Endboss.

  • Linken.6345Linken.6345 Member ✭✭✭✭

    @Zenix.6198 said:
    Dungeons could be a very good tool for story telling.
    I would rather see the return of dungeons than some "easy mode for raids" tbh....which, in all honesty, is all they really are already.

    Newer ones wouldnt even have to be long / have big areas.
    Boss 1 --> grp event --> Boss 2 --> mini puzzle --> Endboss.

    So kinda like the new fractals we get?

  • Zenix.6198Zenix.6198 Member ✭✭✭

    @Linken.6345 said:

    @Zenix.6198 said:
    Dungeons could be a very good tool for story telling.
    I would rather see the return of dungeons than some "easy mode for raids" tbh....which, in all honesty, is all they really are already.

    Newer ones wouldnt even have to be long / have big areas.
    Boss 1 --> grp event --> Boss 2 --> mini puzzle --> Endboss.

    So kinda like the new fractals we get?

    ye basically
    They dont necessarily need to be hard or anything.
    Just something to tie current stories to...like the climax to the story behind a newly introduced zone.

    Its just that I personally would prefer this over "easy mode raids", since there are people out there that dont like the idea of "gating" actual story behind raids.

  • Talindra.4958Talindra.4958 Member ✭✭✭✭

    Yes.. dungeon has always been a better accepted part of the game compared to raids or fractal by most players. As mentioned by others they can make it glory again by making new dungeons on new maps.. with new dungeon armours ..new dungeon ap.. new small and not tedious material or gold farm/grind.. new dungeon story.. almost like the wintersday’s snowmen lair etc

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  • phs.6089phs.6089 Member ✭✭✭✭

    @Iris Ng.9845 said:
    Dungeons are still HARD enough to TRASH players of their expected level and experience. Most casual players avoid dungeons because they do not give substantial REWARDS for time INVESTMENT. As a bonus, they do not offer any ascended equipment to farm for. Meta groups can earn 400x amount of liquid gold by selling raids than selling dungeons. Without the driving force of Meta, casual pug players drop the content in no time. New players left frustrated without guidance in harder dungeons. Dungeon rewards can be earned by trade-killing in private pvp arena.

    There is no easy fix in dungeons. Dungeons are not just a map where you can add an NPC to tell you to go to the next point to kill a boss and collect the rewards. The DEVs who coded dungeons left the team years ago and they struggled to carry their legacy - or even fixing the bugs when new things were added. Every content needs to be built upon technical feasibility. SO unless you're an able coder, please understand and accept its limitation.

    I don't know what to comment about scaling dungeon events to the number of people like a bounty squad. Really?!

    I know of one easy fix. Rework dungeon exotic armor to accept +5 infusion. This way there would be a simple gear progression in game.
    Dundeons->Fractals->Raids.
    Not the best solution but it might juts work.

    But this all is water under the bridge, devs not going to touch that content as far as I understand.

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  • Tormod the Fox.2368Tormod the Fox.2368 Member ✭✭
    edited January 26, 2019

    @ProtoGunner.4953 said:
    The old dungeons are extremely bad designed: Too hard for noobs, too trivial for veterans. There is absolutely no middleground. But they won't touch them anymore. That's why we have fractals. Still I think dungeons add flavour to the game. They usually are themed after the areas of the new expansion which I like. I would appreciate some new dungeons in the new areas be cause of this.

    Fractals have same issue. There's no middle ground. I'm a dedicated PvX guy. I have been here since pre-launch of vanilla, and I can faithfully say there is no place for me in fractals. Taking mind that I pug only, then T1-3 are too easy, and T4 is too difficult. Instabilities are a gimmicky annoyance rather than a fun meaningful mechanic. Pugs don't learn to stack. Meta is same as vanilla, but now it's stack, buff, and dps rather than just dps. Newer fractals that came out since HoT are longer and have steeper learning curves along with not so original and fun content. Who wants to bounce a ball on their head to advance to the next stage? Add this altogether along with how you can farm easier and more in open world, and fractals have just become trivial for a long time vet.

  • Linken.6345Linken.6345 Member ✭✭✭✭

    it was always stack buff dps even back in vanilla.

  • ProtoGunner.4953ProtoGunner.4953 Member ✭✭✭✭

    @Tormod the Fox.2368 said:

    @ProtoGunner.4953 said:
    The old dungeons are extremely bad designed: Too hard for noobs, too trivial for veterans. There is absolutely no middleground. But they won't touch them anymore. That's why we have fractals. Still I think dungeons add flavour to the game. They usually are themed after the areas of the new expansion which I like. I would appreciate some new dungeons in the new areas be cause of this.

    Fractals have same issue. There's no middle ground. I'm a dedicated PvX guy. I have been here since pre-launch of vanilla, and I can faithfully say there is no place for me in fractals. Taking mind that I pug only, then T1-3 are too easy, and T4 is too difficult. Instabilities are a gimmicky annoyance rather than a fun meaningful mechanic. Pugs don't learn to stack. Meta is same as vanilla, but now it's stack, buff, and dps rather than just dps. Newer fractals that came out since HoT are longer and have steeper learning curves along with not so original and fun content. Who wants to bounce a ball on their head to advance to the next stage? Add this altogether along with how you can farm easier and more in open world, and fractals have just become trivial for a long time vet.

    Well, but at least you can see the content with lower tiers, can't you? Even if it is too easy for you.

    That said, I am in a guild and we do mostly T4. It is quite trivial with the right setup.

  • Zania.8461Zania.8461 Member ✭✭✭

    Team who designed old dungeons is gone. The tools used to build them are outdated. Trying to revamp them will likely take more time and effort than rebuilding them completely. Anyone who ever tried to wade through someone else's code on a legacy system will know why this is very unlikely to happen.

    All the more recent (last few years) changes to them was doing things like placing invisible walls to prevent the most glaring exploits. Although to this point I still don't understand the necessity in axing f/u path in TA.

    ANet also stated that no new dungeons will be added - they will simply add fractals now. New(er) tools and the team that can integrate them better with their current content.

  • Excursion.9752Excursion.9752 Member ✭✭✭

    Saying things will never change because the system they were designed on is outdated is not really ok with me. Main reason is that they are still in the game and people still do the content and would probably do more if they were reworked. I see no reason to leave something in the game that the developers feel is outdated and left to rot. If they are going to start bringing everything "new" to fractals then they should perform the rework of each dungeon one at a time and then have it both in fractals and in the open world at the same time. The one you would encounter in the open world would be Tier 1 fractal with no instabilities and if you wanted to up the difficulty then hop into fractals and do the content there.

    There is a lot to be thought about there like the dungeon currency which could easily be added in the chests once you complete a fractal. Also what to do about the multiple paths which there are a few options that could be done there if they did a total rework.

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  • Talindra.4958Talindra.4958 Member ✭✭✭✭

    well they can always make solo arah reward better gold or special dungeon item exchange for items that no other part of game will reward.

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  • Tormod the Fox.2368Tormod the Fox.2368 Member ✭✭
    edited January 29, 2019

    @ProtoGunner.4953 said:

    @Tormod the Fox.2368 said:

    @ProtoGunner.4953 said:
    The old dungeons are extremely bad designed: Too hard for noobs, too trivial for veterans. There is absolutely no middleground. But they won't touch them anymore. That's why we have fractals. Still I think dungeons add flavour to the game. They usually are themed after the areas of the new expansion which I like. I would appreciate some new dungeons in the new areas be cause of this.

    Fractals have same issue. There's no middle ground. I'm a dedicated PvX guy. I have been here since pre-launch of vanilla, and I can faithfully say there is no place for me in fractals. Taking mind that I pug only, then T1-3 are too easy, and T4 is too difficult. Instabilities are a gimmicky annoyance rather than a fun meaningful mechanic. Pugs don't learn to stack. Meta is same as vanilla, but now it's stack, buff, and dps rather than just dps. Newer fractals that came out since HoT are longer and have steeper learning curves along with not so original and fun content. Who wants to bounce a ball on their head to advance to the next stage? Add this altogether along with how you can farm easier and more in open world, and fractals have just become trivial for a long time vet.

    Well, but at least you can see the content with lower tiers, can't you? Even if it is too easy for you.

    That said, I am in a guild and we do mostly T4. It is quite trivial with the right setup.

    Sorry for not making my point clear, but I will try to set it straight now. The fractals have no 'middle ground' or good feeling difficulty level where I feel challenged, and there are several reasons why this is.

    1.) Pug-ing. Essentially a personal choice has gotten worse. Ever since I've been doing fractals, 50% of fractals I farmed was with pugs. Sometimes this was a cause of guilds not being active and guilds are harder to find now a days to be active enough; this is mostly a cause of GW2 starting it's death cycle. Without getting too far into why pugs are getting worse, let us just say that new Fractals are getting more difficult and less easier to learn from watching and reaction time.

    2.) Design. I can see this across all boards of the game. Anet is suffering with too many 'pots' on the stove. Their design is lazy, sloppy, and downright unrefined. The instabilities are becoming more gimmicky then when they were first introduced, and Anet has to apologize after releasing some of them. They say, "that was an unintended [fractal instability combo]". As said in point one, the 'watch and learn' aspect of the game is nearly impossible with the new fractals; unless someone in the pug knows exactly what to do and texts in chat instructions, there is no in-game learning possibility.

    So, as you can see, it's not a difficulty problem that we are seeing here, it's a messy heap of game abuse by Anet that is causing content to not be fun. It has hurt the game ever since they have added raids and now are creating more raid-type fractals.
    I have no problem with difficulty though; as long as it's rewarding for time spent and is reasonably learned from a well made design. I remember when I played TA-Aether dungeon path. It was difficult at first, and it was a kitten to run people through, but was able to learn it myself. It was fun to carry pug people or with steady group of friends. The only issue was the rewards were playing a game of chance, and Anet completely abandoned dungeons afterwards because of the community out-cry of the difficulty level. And this particular path was made after launch, so please do not bring up they did not have a dungeon team.
    For a veteran like me to say he'd rather farm dungeons at the moment than to play fractals, then it's a dam shame that Anet has neglected rather than at least up-keep part of there game called Dungeons. I'm not a casual, but I'd rather play a casual focused area with appropriate and non-nerfed rewards. To be the upmost honest here, fractals t1-3 just arn't worth the trouble for someone like me. The rewards are not appropriate and the content is just gimmicky.

  • ProtoGunner.4953ProtoGunner.4953 Member ✭✭✭✭

    You are absolutely right about pugging. It's a pain in the kitten. Pugs are so bad that T2 or T3 feel significantly harder than T4 with a non-pug group. It's usually just a breeze. We run mostly not-so-meta builds like auramancer (me), 1-2 scourges, a guardian, a chrono and a druid. It's really significant how you can carry a whole group with a tempest auramancer. Love it.

  • Ryan.7583Ryan.7583 Member ✭✭

    Fractals beside raids are the worst content in this game. Ultra boring, with NO story (or better their story is a bad joke..).
    Outdated tool? If they can create new fractals they can create lore-based dungeon.
    Who remember the lore of first living world? or second? I don't. We just played it once and its all if they had dungeons which people will be still playing the story will be remembered.
    For last two years this big universe is not really working together to give people image of that big world and so many options to play - we are constrained to newest content only (about which we will forget in next 4 months) or part of game in which we **are forced to play **for rewards (fractals).

    Dungeons are one of few lost in time, good end-game content which had potential to show us deeper lore of GW2 world.

  • Skotlex.7580Skotlex.7580 Member ✭✭✭

    All I would like out of dungeons is to polish the vendor in lion's arch. Too many menus to pick the right vendor window. :(

    if it were up to me, I'd make two vendor windows: one for armor, one for gear, and each would have multiple tabs to pick the dungeon rewards you want. To reduce clutter I'd just remove the sub 80 gear (is anybody still buying those? I would consider them a waste of tokens :o...) and consolidate the rest of rewards with the gears.

  • @Ryan.7583 said:
    Fractals beside raids are the worst content in this game. Ultra boring, with NO story (or better their story is a bad joke..).

    This point of view always confuses me. I don't see any more story in dungeon explorable paths than for fractals. And I don't know people who repeat the story part of the dungeon, except because it's required for a character to gain access to the explorable paths.

    Outdated tool? If they can create new fractals they can create lore-based dungeon.

    The could. They've chosen to focus on one, not split their time between both.

    Who remember the lore of first living world? or second? I don't. We just played it once and its all if they had dungeons which people will be still playing the story will be remembered.

    Actually, I remember LS1 far better than the stories of any of the dungeons. I was invested in LS1; I've never felt connected to the dungeons, as they've always felt like afterthought. I've been to most of the dungeons dozens of times, maybe 100s for some paths, but I couldn't tell you who those three people are in AC nor why they can't agree on a Cohesive Plan. I know there' an Inquest base in CoE, because of the open world quest chain to get in, but I've never been quite clear as to what they are trying to do there.

    (Yes, when I need to, I can wiki for the answers. The point is: I don't get any of that from playing.)

    Dungeons are one of few lost in time, good end-game content which had potential to show us deeper lore of GW2 world.

    I'm glad it works like that for you. For me, Fractals offer the same level of lore and are more fun.

  • Ryan.7583Ryan.7583 Member ✭✭

    Sure it is just my point of view.
    What I mean is that in GW2 core dungeon play sometimes role of additional content which developed the main lore for example we can see how Rytlock and Logan started to trust each over.
    Fractals are just bundle of short stories missions with bad lore and give nothing to this game other than place to "farm" daily. All I'm telling is that there could be fractals like content which will be in every new map with lore connected to that episode (like dungeons) but can be accessed from fractals pre-missions instance and from maps itself.
    I never mentioned that I want dungeons same as in core, but content like dungeons with what's good from fractals.

  • Ojimaru.8970Ojimaru.8970 Member ✭✭✭✭

    @Ryan.7583 said:
    Sure it is just my point of view.
    What I mean is that in GW2 core dungeon play sometimes role of additional content which developed the main lore for example we can see how Rytlock and Logan started to trust each over.
    Fractals are just bundle of short stories missions with bad lore and give nothing to this game other than place to "farm" daily. All I'm telling is that there could be fractals like content which will be in every new map with lore connected to that episode (like dungeons) but can be accessed from fractals pre-missions instance and from maps itself.
    I never mentioned that I want dungeons same as in core, but content like dungeons with what's good from fractals.

    I don't understand this sentiment at all. Lore pertaining to the Zhaitan story arc only occurred in Story mode dungeons; every other mode (i.e. 25 Explorable path versus 8 story modes) are, as you bemoan in Fractals, "short stories [sic] missions." Before Fractals, dungeons--or rather, specific Explorable paths--were nothing more than farm paths, which is again something you bemoan of Fractals.

    Further, what do you mean by "content like dungeons" anyway? Because it sounds like you're simply married to the label, rather than accepting that Dungeons and Fractals serve the same purpose by giving players five-player instanced content to play in.

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  • Ryan.7583Ryan.7583 Member ✭✭

    Exactly! That is the point that fractals are dungeons but they are not connected to lore of GW2. Even explorable paths have some addition to lore - for example Arah. Fractals have their own story not connected to game or they do it by very short fragments of past, fragments which aren't so interesting..
    For me story content in GW2 is poor compared to GW1, that's why we need something which will improve it not change to another story which is even worse.
    I don't like idea about fractals and I never told that all dungeons was perfect, but for me idea about them was better that fractals and Anet should join whats good in both and made better content.

    To sum up I can't see reason why not add dungeon/fractal like content with even only "story" path to each new map with daily rewards like in fractals.

  • Teratus.2859Teratus.2859 Member ✭✭✭✭

    I don't think Anet would ever take a look at dungeons again and that does bug me a little in all honesty..
    But I don't mind them the way they are now.. with one exception.

    I've said this many times before and I will continue to say it until Anet finally cave in to my request XD

    The Dungeon Story modes absolutely need to be revamped like Arah was and made easier to players to solo!
    Each of the Dungeon Story modes directly tie into the Story of Destiny's edge and the eventual ending of the Personal Story.
    This Story content is important and once you've completed the level 40 instance where Destiny's Edge meet up in Lions Arch.. you should then start getting the mail leading you to Ascalon Catacombs, CM and TA as well as the others when you level up and hit their requirements.

    Not too long ago I was running a lvl 80 Necromancer/Reaper through the Personal Story and attempting to solo these Dungeon story modes.. Some were managable with a little caution.. meanwhile a couple of others were far more punishing.. and Honor of the Waves specifically was absolute HELL!! trying to Solo.. and the only one I was not actually able to do thanks to the Last boss being absurdly overpowered compared to every other dungeon boss.

    I firmly believe that making these story modes soloable like Arah was is something the developers need to make happen.

  • yann.1946yann.1946 Member ✭✭✭

    @Teratus.2859 said:
    I don't think Anet would ever take a look at dungeons again and that does bug me a little in all honesty..
    But I don't mind them the way they are now.. with one exception.

    I've said this many times before and I will continue to say it until Anet finally cave in to my request XD

    The Dungeon Story modes absolutely need to be revamped like Arah was and made easier to players to solo!
    Each of the Dungeon Story modes directly tie into the Story of Destiny's edge and the eventual ending of the Personal Story.
    This Story content is important and once you've completed the level 40 instance where Destiny's Edge meet up in Lions Arch.. you should then start getting the mail leading you to Ascalon Catacombs, CM and TA as well as the others when you level up and hit their requirements.

    Not too long ago I was running a lvl 80 Necromancer/Reaper through the Personal Story and attempting to solo these Dungeon story modes.. Some were managable with a little caution.. meanwhile a couple of others were far more punishing.. and Honor of the Waves specifically was absolute HELL!! trying to Solo.. and the only one I was not actually able to do thanks to the Last boss being absurdly overpowered compared to every other dungeon boss.

    I firmly believe that making these story modes soloable like Arah was is something the developers need to make happen.

    In the meantime wooden potatoes recently solid honor of the Waves on necro so you might get a tip from their :)

  • Tyson.5160Tyson.5160 Member ✭✭✭✭

    I liked the story mode/ explorable paths that dungeons offered, which you don’t really get with Fractals. Fractals are suppose to be somewhat quick areas of instanced content.

    I wouldn’t mind if they released a new dungeon for Heart of Maguuma involving Malyck. Then have a Path of Fire dungeon involving something else.

  • @Tyson.5160 I would love that. they could revamp dungeons by giving them CM's also

  • hugo.4705hugo.4705 Member ✭✭✭✭

    I originally had an idea a long time ago:
    What if dungeon map, with all path unlocked is turned into an open-world map: As a third mode. Where you can have as much players as a normal map, and several events all around the map giving dungeon tokens? The only thing to recover to create that mode would be the map itself with textures/collisions.

    +++In creative mood. New Engie Elite spec' , Housing , New asuran expansion , Designing a new lounge , New GameMode
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  • isnt that called living story maps? lol

  • hugo.4705hugo.4705 Member ✭✭✭✭

    almost yeah, but without story, just to farm.

    +++In creative mood. New Engie Elite spec' , Housing , New asuran expansion , Designing a new lounge , New GameMode
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  • Linken.6345Linken.6345 Member ✭✭✭✭

    @hugo.4705 said:
    almost yeah, but without story, just to farm.

    Do the story once and farm away

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