![]() Visit her in Dessa’s Observatory after the launch of Guild Wars 2: Heart of Thorns to see what she has available. These items will provide benefits that will stack with your other consumables to give you the boost you’re looking for to defeat a troublesome encounter. To help you with these changes, we’ve also cleaned up the messaging on the instabilities so that the dangers you’ll face are easier to understand.Īdditionally, for players who want just a little more help, a member of Dessa’s krewe is concocting some new consumables to aid your adventures in the fractals. And if that’s not enough, as fractal adventurers make their way to the new maximum scale of 100, they’ll find themselves in situations where they’re pitted against multiple mistlock instabilities applied to them at the same time. We’ve also augmented this smaller list with some new instabilities to test you. For example, an instability that converted specific conditions on an enemy to boons will be replaced with one that prevents projectiles from being reflected. We’re looking to rework the mistlock instabilities by updating some of the old ones or replacing them with brand-new ones, focusing on making sure the ones you experience will be truly challenging as you progress deeper into the fractals. The combination of these changes will increase the viability of different builds and give players more to think about when attempting to overcome a particular scale.Īs part of our work, we’re reevaluating the current list of mistlock instabilities in the fractals. ![]() In addition, after scale 50, the difficulty curve will change to adjust not only the health and outgoing damage of creatures but also other stats like precision and toughness. To start with, we’re raising the maximum fractal scale from 50 to 100. But now I want to talk about how we’re introducing more goals and finding new ways to challenge our existing high-level fractal players as well. The changes I’ve discussed so far are aimed at trying to help make the fractal dungeons a more approachable game mode for a wider variety of Guild Wars 2 players. The lower scales will be adjusted to help make them more approachable to players to aid them in learning the mechanics of individual fractals before they scale up and become too difficult. This will also give you common ground to share similar experiences when you’re talking about a given fractal scale with other players. The new static schedule will allow you to practice a given fractal and learn its challenges with your friends, removing the necessity of rerolling fractals in order to find the fractal of your choice. It also means that there will be a lot less pressure to find a group of people who can commit to 30–60 minutes in a single sitting or over 90 minutes on longer runs. This change to “1 fractal = 1 island” means that you’ll be able to run a fractal over your lunch break but still have the flexibility of running three or four fractals in the evening with your friends just like before. One of the core changes we’re making is that each fractal run will only consist of one island from a static list instead of the current rotation of three random islands with a random boss fractal. In other words, we want to create an experience that is easier to get into and easier to learn but more difficult to master. Our goal with these upcoming changes is to raise the challenge of the fractals on the top end and to make them more accessible to a larger group of players. This experience also increases in difficulty with each fractal scale that you complete. For those of you not familiar with the fractals, they are our 5-man dungeon content that takes parties through different places and times in Tyrian lore. With the release of Guild Wars 2: Heart of Thorns™, we’ll be making some sweeping changes to the Fractals of the Mists that I want to share with you.
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