Sturmjaeger: That the last few Fractals have just been 5-man Strikes is honestly annoying.
Snebzor: Teapot captured me in the middle of the night, strapped me to a plank, made me roleplay as a pirate, then FORCED me to write a comment on his youtube video to support the algorithm. I'm confident it's some kind of weird cult. Help.
enorenwtf: Anet devs after watching the video: "ok, I think we get it, you want more pre-events in the Lonely Tower fractal, noted"
SilhouetteGaming1: Now this is content. We'll done Teapot.
The repeatable content scene is the core of keeping players engaged with the game, and fractals is pretty accessible because of the 5 man requirement. I feel that one of the aspects that was missed is appropriate scaling, the newer fights feel pretty similar across all tiers as opposed to scaling the mechanics up- in nightmare the "orb phases" scale in difficulty, the slam has fewer clones, and so on. I would like to see a fractal introduced that uses a "hard fail" mechanic like an "escape the city" type deal where it's a race against the clock, which would be totally valid even if there is no "big bad" you need to fight. And you can scale the difficulty by just tightening the clock and adjusting any kind of "slowdown" mechanics. But now we are in fanfic land.
VamanaGW2: Agree wholeheartedly and I think you put it well. The most tragic part has been seeing the gradual distancing from traditional dungeon content that Anet has taken. We went from two of the most peak, representative stages in Nightmare and SO to a primarily one-boss encounter that was still well designed in Sunqua Peak, to arguably #2 and #1 worst feeling encounters in the game in Silent Surf and Lonely Tower. I wonder, in your opinion, why Cerus and Deimos in 100cm actually don't feel very good at all to play despite being the kind of 'burst down a relatively simple boss' archetype that otherwise feels good in other fractals? In all the runs of 100cm I've done so far (which, to be fair, is less than 10), no one has remarked that they enjoy the Cerus/Deimos part, nor the puzzle minigame that comes before it either.
BryanCF: As a new GW2 player, I don't feel so invested in single encounter bosses, even if they're fun to do sometimes. Dungeons, on the other hand, have the potential to merge all the mechanics from the game (puzzles, jumping puzzles, level design, and a story/theme) and combine them into a single piece of content for players to enjoy after reaching level 80 and gathering some friends to do some content.
I know regular dungeons were left behind eons ago, but I think their design was pretty interesting. Fractals have the potential to be a more streamlined version of those, and I would rather they followed this path instead of becoming semi-strike missions.
Archi-The-Baguette: To add on what you said, Anet needs to revamp old dungeons. They are fun, but really, rewards are non existant, ennemies are way to easy, and the only thing encouraging players to do them is to get enough currency to buy monk runes, which feels boring for many people. If they just change the rewards to what it was before and buff the bosses, dungeons may be played a lot again
shavy3967: Thank You Teapot for supporting Fractal Community.
I also think, that fractals should basically look like Nightmare or Shattered Observatory CMs.
Sunqua Peak is not bad - it's fast paced dynamic condi fight, which is kinda nice to do. It's a good alternative to power ones.
Last 2 fractals are basically strike missions, which is definetly not the good direction.
Make fractals good again, we need power, fast paced dynamic fights.
paradachshund: This might be an unpopular take, but I really dislike how the game avoids "trash mobs" more and more in instanced content. I put it in quotes, because contrary to what I hear a lot of people say online, some players like myself really enjoy the exploration and "trash" portions of dungeons, and losing that actually removes most of the fun for me. A cool boss is fine, but it's far from my favorite part. I know not everyone feels that way, and I've largely accepted the fact that instanced content is moving in a boss-focused direction for a while. It's meant that more and more the instanced content in the game isn't interesting to me anymore. This analysis struck a chord with me, and I think some of what you're saying lines up with what I've been missing.
pwntmatch: adding tedious mechanics and bugged HP doesn't make it a fractal dungeon . it makes it a CBT mini game
Zedrinbot: More dungeon-y fractals are not only fun, they're cool for learning about the lore of the game and seeing the environments. I'd imagine they're gravitating towards 5-man-strike style fractals cause it's cheaper to develop a single arena than a sprawling map.
The cool exploration puzzles and mechanics for fractals is the big thing I've always talked about GW2 when comparing it to dungeons and duties in other games, specifically how GW2 takes advantage of using 3D space, rather than just being 3D models in a 2D space.
Jun 23 2024