Feedback talk:User/Malchior Devenholm/Raid Dungeons in GW2

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I'm a bit confused on what the "skill>time model" you refer to is. In addition to that, I'm unsure of what PvP "tactics (and) mechanics" you mean. What sort of PvP are you modeling this after, something in GW1 or the new model from GW2? Personally, I think this is a fine idea (the name, however, has to go, the WoW similarities are piling up). What if these "raid" dungeons set all skills at PvP versions? Xiaquin Crystal Snowflake.png 05:04, 7 November 2009 (UTC)

Anet specifically designed Guild Wars in a way that player skill mattered more than the time spent playing the game. That is what is meant by the Skill>time model. PvP tactics and mechanics include...Bodyblocking, Interrupts, Snares, Condition Spread, Quarterknocking, Pressure spread, Spikes, etc...And I have already proposed the name for these areas be Dispatch Missions. Anyway, thanks for your support and sorry I didn't respond sooner. I haven't been keeping tabs on this page.--Malchior Devenholm 04:36, 25 November 2009 (UTC)

this is a good idea but i think it will ruin people's team building where they can combine skill sets for maximum advatage. what would be good is to have 2/3 teams of people fighting from different start points to reach a central area where the final fights would take place. sort of like in some of the missions in factions but more developed.


I like your idea too. The only things you didn't said is that the raids cannot be the same and repetitive, They have to be a different situation each time the player plays it in order to use different tactics. Of course, it needs to have the sidekick system in effect and to scale up/down each path considering the number of players. AND I would love that they could use this idea for Guild Missions, building a Guild Storyline and Reputation: Guild decisions in Guild Missions will have consequences for the next Missions (just like personal story) and creates a reputation to the Guild that everyone (inside and outside the Guild) can see. It helps Guilds do something fun and have objectives for PVE. And the reward for those Guild Missions would be only to the Guild itself (and/or with armours related to those raid dungeons, like they are doing with all normal dungeons now). -- Morcotulcon 13:11, 2 October 2010 (UTC)