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> @"Guildwars.4893" said:

> This fractal is really bad excepted the the architecture why ? Because there is not challenge : You can just dps and spam during all this fractal ! The monsters are copied and nothing innovative soo .... Maybe if you are casu player you appreciate this because it's easy but something too easy is dissapointing with the long term. So i will hope CM mode but nothing . The narration wasn't worked enought and we don't understand why we do this excepted we help 2 treasure hunters. thx to do something for the next example : create new boss this time will be fine yet ! and avoid mecanics where we need to wait to kill some light to load a bar.

 

You have to keep in mind that Fractals originally was never supposed to be "hard content". They were originally conceived of as being "dungeons lite", something that players could just jump in and finish in about 10-20 mins (per fractal). Around the time HoT came out, ANet started trying to turn them into end-game content similar to raids (part of a trend that I called the "raidization of Fractals"), but what this ended up doing was alienating a lot of the more casual playerbase who liked fractals BECAUSE it was easier to get into. In my main PvE guild, we used to have guildies that ran Fractals every day, but when ANet started making the fractals harder and harder, they began to lose interest. I suspect the numbers ANet are looking at backs this up, as ANet hasn't done CMs for the last two fractals; frankly, it's just not worth your developer's time to make content that maybe only 10% of the player base will do. (And let's be honest, judging by the buggy disasters that the last two LS chapters have been, ANet is clearly struggling to meet their schedule.)

 

In short, it's good to have fractals that are easier and some that are harder. Fractals should NOT be like raids in terms of difficulty.

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> @"Zaxares.5419" said:

> > @"Guildwars.4893" said:

> > This fractal is really bad excepted the the architecture why ? Because there is not challenge : You can just dps and spam during all this fractal ! The monsters are copied and nothing innovative soo .... Maybe if you are casu player you appreciate this because it's easy but something too easy is dissapointing with the long term. So i will hope CM mode but nothing . The narration wasn't worked enought and we don't understand why we do this excepted we help 2 treasure hunters. thx to do something for the next example : create new boss this time will be fine yet ! and avoid mecanics where we need to wait to kill some light to load a bar.

>

> You have to keep in mind that Fractals originally was never supposed to be "hard content". They were originally conceived of as being "dungeons lite", something that players could just jump in and finish in about 10-20 mins (per fractal). Around the time HoT came out, ANet started trying to turn them into end-game content similar to raids (part of a trend that I called the "raidization of Fractals"), but what this ended up doing was alienating a lot of the more casual playerbase who liked fractals BECAUSE it was easier to get into. In my main PvE guild, we used to have guildies that ran Fractals every day, but when ANet started making the fractals harder and harder, they began to lose interest. I suspect the numbers ANet are looking at backs this up, as ANet hasn't done CMs for the last two fractals; frankly, it's just not worth your developer's time to make content that maybe only 10% of the player base will do. (And let's be honest, judging by the buggy disasters that the last two LS chapters have been, ANet is clearly struggling to meet their schedule.)

>

> In short, it's good to have fractals that are easier and some that are harder. Fractals should NOT be like raids in terms of difficulty.

 

Not entirely true. They were always designed around the idea of starting easy and getting progressively more challenging and in fact something you'd do with statics due to their original design of requiring everyone to have the fractal level to go in. This means it wasn't "dungeons lite" except for the first 10 or so levels. Fractals have changed more times than i care to count but they've gone from every end of Hardcore to Casual and back.

 

Also, I can't think of a single instance in fractals currently that is harder now than it was upon release, they've all become standardized and thus easier whether it be via nerfs (toughness / vitality scaling) or QoL (Showing attack indicators).

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> @"Zaxares.5419" said:

> Around the time HoT came out, ANet started trying to turn them into end-game content similar to raids (part of a trend that I called the "raidization of Fractals")

What raidisation? Apart from fractal CMs and a few trash encounters in raids (e.g. escort), T4s don't come close to raids. The only thing they did was making some incredibly boring fractals like swampland more interactive. Besides, there are still T1 and T2 fractals for the casual player base. Their neglect by their audience just shows two things: first, a large part of the community simply doesn't care about instanced group content, and second, easymodes are just about the shinies, not about the content.

 

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> @"Zaxares.5419" said:

> Around the time HoT came out, ANet started trying to turn them into end-game content similar to raids (part of a trend that I called the "raidization of Fractals"), but what this ended up doing was alienating a lot of the more casual playerbase who liked fractals BECAUSE it was easier to get into. In my main PvE guild, we used to have guildies that ran Fractals every day, but when ANet started making the fractals harder and harder, they began to lose interest.

 

Fractals only got easier over the years and since Heart of Thorns their difficulty was diminished. I don't know which game these casual players of your guild were playing before Heart of Thorns, but truth is, Fractals were considerably harder before Heart of Thorns.

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