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ArenaNet should merge Dungeons, Fractals, Raids and Strikes.


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While waiting for the new expac, I was thinking about all the features Anet introduces to the game, each expansion brings on more and more and more new features that feel similar to the old ones we had.
Some example, strikes are like raids but only the boss part, Fractals are like dungeons but without the story etc.

I really think that ArenaNet should unify some of the game's systems to prevent the old ones from becoming outdated and dead.
The general thought is to appeal to more people, with "known" terminology, and create a system that would host all of the coming content while still able to keep the old stuff alive.

I wish they would just scrap the fractal levelling system, and replace it with tiers instead.
Essentially creating a uniform and endless scaling dungeon system, fit for both casuals and hardcore players (like rifts in Diablo3).

For Fractals and Dungeons: Add the dungeons and fractal maps themselves into the new system, and let us choose the difficulty for each run.
This way, we won't be confined to 100 levels, limited map selection, etc.

For Raids: Raids would be split into boss fights with their pre-event/escort if there is one.
Creating multiple strikes from each raid.

Entering such a system would look like this:

  1. Interact with the Location/Portal/NPC/UI to enter.
  2. Choose the encounter: Raid Boss or Dungeon
  • Boss Fights would have 3 difficulties, Normal, Challenge, and Legendary.
  • Dungeons would have an endless scaling tier-based difficulty for each map.

Choices:

  • Boss Fight: You choose which boss you want to encounter, and then choose one of the 3 difficulties mentioned above.
  • Dungeon: you choose a map (Cliffside Fractal, Nightmare Fractal, Ascalonian Catacombs, Volcanic Fractal, Twilight Arbor, etc.), and then select the Tier to fight through.
  • Tier 1: should be the easiest with 0 agony requirement, feels like the vanilla dungeons.
  • Tier 2: 10 agony res required.
  • Tier 3: 20 agony res required.
  • Tier 4: 30 agony res required and so on...

(Challenge modes would be moved into a separate encounter, where the Boss Fights are).

This type of selection and endless tiers would ensure that the current agony resists on gear won't be hit too hard with inflation, as most fractal lovers have 150+ agony res.
In such a system, 150 agony res would be enough to run Tier15 fractals.
This system would also make the higher and rarer agony resistance infusions useful and sought.
There is limited space for infusions so higher tier infusions are needed for higher levels, creating a goal for hardcore climbers.
There would be a need for a new crafting feature to craft infusions specifically, as most if not all of the cosmetic infusions are +9 agony res.
In this kind of system, we'll need a way to increase the agony levels for cosmetic infusions as well.

This is just a rough idea I came up with, I would be happy to hear your thoughts on this, is this something you think should happen? or am I looking to fix something that isn't broken?

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I think you are looking to fix something that isn’t broken, although I’ll concede you out thought into the idea. In reality, all you are doing is creating a monstrous amount of work work which will simply transform, rather than simplify the existing system at this very late stage

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if they did this, they would also need to separate group instances (not open world / story instances) into it's own balance game mode (PvI, PvE, PvP, WvW) . 

reason why? as a perfect example: elementalist conjure utility type skills were nerfed so hard into the ground (because of dungeons, fractals, etc) that the skills are practically useless in open world and story instances. frost bow 4 was the go-to AoE for certain encounters that trivialized the content, and the resulting nerfs mean that frost bow is now a trash skill.

well, even if they DON"T do this, i think they still need to separate group instances for balancing purposes so that Elementalist can have utility skills that aren't trash any more.

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On 6/21/2024 at 3:25 PM, Nexideus.7946 said:

While waiting for the new expac, I was thinking about all the features Anet introduces to the game, each expansion brings on more and more and more new features that feel similar to the old ones we had.
Some example, strikes are like raids but only the boss part, Fractals are like dungeons but without the story etc.

I really think that ArenaNet should unify some of the game's systems to prevent the old ones from becoming outdated and dead.
The general thought is to appeal to more people, with "known" terminology, and create a system that would host all of the coming content while still able to keep the old stuff alive.

I wish they would just scrap the fractal levelling system, and replace it with tiers instead.
Essentially creating a uniform and endless scaling dungeon system, fit for both casuals and hardcore players (like rifts in Diablo3).

For Fractals and Dungeons: Add the dungeons and fractal maps themselves into the new system, and let us choose the difficulty for each run.
This way, we won't be confined to 100 levels, limited map selection, etc.

For Raids: Raids would be split into boss fights with their pre-event/escort if there is one.
Creating multiple strikes from each raid.

Entering such a system would look like this:

  1. Interact with the Location/Portal/NPC/UI to enter.
  2. Choose the encounter: Raid Boss or Dungeon
  • Boss Fights would have 3 difficulties, Normal, Challenge, and Legendary.
  • Dungeons would have an endless scaling tier-based difficulty for each map.

Choices:

  • Boss Fight: You choose which boss you want to encounter, and then choose one of the 3 difficulties mentioned above.
  • Dungeon: you choose a map (Cliffside Fractal, Nightmare Fractal, Ascalonian Catacombs, Volcanic Fractal, Twilight Arbor, etc.), and then select the Tier to fight through.
  • Tier 1: should be the easiest with 0 agony requirement, feels like the vanilla dungeons.
  • Tier 2: 10 agony res required.
  • Tier 3: 20 agony res required.
  • Tier 4: 30 agony res required and so on...

(Challenge modes would be moved into a separate encounter, where the Boss Fights are).

This type of selection and endless tiers would ensure that the current agony resists on gear won't be hit too hard with inflation, as most fractal lovers have 150+ agony res.
In such a system, 150 agony res would be enough to run Tier15 fractals.
This system would also make the higher and rarer agony resistance infusions useful and sought.
There is limited space for infusions so higher tier infusions are needed for higher levels, creating a goal for hardcore climbers.
There would be a need for a new crafting feature to craft infusions specifically, as most if not all of the cosmetic infusions are +9 agony res.
In this kind of system, we'll need a way to increase the agony levels for cosmetic infusions as well.

This is just a rough idea I came up with, I would be happy to hear your thoughts on this, is this something you think should happen? or am I looking to fix something that isn't broken?

I agree that dungeons and fractals as two separate systems is redundant and they can be merged into one system. Personally I would chose the fractal system as it offers the most convenience (as a hub) and mechanics in its current form but I agree renaming it to dungeons has more marketability. The story mode of dungeons however, I would rework it as personal story chapters due to their significance in the main plot and only add the explorable mode of dungeons as individual fractals (with some rework of course). The main issue with fractals is the agony system, in theory it should serve as a meaningful character progression, in actuality it's just an inconvenience reducing the flexibility of role switching as players will need to have multiple agony resistance infused armors. In essence the current implementation of agony resistance doesn't feel like character progression but instead feels like tedious armor refinement and busy work. There are a few suggestions on fixing this agony resistance issue:

1. introduce  legendary infusions that offer a set amount of agony resistance and stat selectable bonuses. They can be stored in the legendary armory so they can be shared to alternated characters and build templates. As an additional bonus these infusions can acquire the cosmetic appearance of any infusion currently in the players possession. Now while this suggestion offers some level of convenience it's still not a true individual character progression system and once a player crafts all of their legendary infusions, they will be essentially done with the system and never have the incentive to interact with again aside from cosmetics.

2. remove the agony infusion application on armor and add it on a separate slot in the hero panel similar to the jade core. Personally, instead of adding an additional slot in the hero panel and adding to the clutter of that UI, I would rename the jade bot slot to something like "equipage" and have an extra section there dedicated to infusions. By separating agony infusions from armor and have it dedicated to a character bound equipment slot, it allows their compatibility with multiple build templates without disregarding individual character progression. Moreover this way it makes the system easier to understand for new player. The issue with this system is that it somewhat diminishes the value of ascended armor despite it having slightly better stats than exotic armor. A potential solution to this issue is requiring ascended material such as stabilizing matrices or ball of dark energy for the crafting of the new infusions.

In regards to raids and strike, I feel that these two systems fill different niches, raids are a test of endurance, while strikes are fast singular challenging encounters. Because of that I wouldn't merge the two systems together but instead it would be nice to have individual raid bosses as strike options for players who want to experience particular fights without having to clear the previous bosses. I would reduce the amount of rewards in the strike version of the bosses to still incentivize the players to engage with raids

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