KoldesLives
Journeyman
Booty Dungeon has the potential to be an amazing hotbed of PvM and PvP action. It has the potential to be some of the most frequently completed content in the game. Unfortunately, none of that potential is being reached. Booty barely gets done, sometimes once every few days, sometimes once every couple of weeks. Unlike champs that are done every 4 hours, Booty's potential goes to waste. That can easily be fixed.
The reason why Booty isn't completed is because it's too griefable. One person or a couple of people, with no intentions on doing the bosses, getting a drop or PvPing, can shut down an entire guild's efforts of completing Booty. Unlike the "wild wild west" champing where anyone can raid on reds, defend on blues and get drops from the bosses, Booty's current setup allows for the grief to stop the entire shard from even wanting to do the content in the first place.
The problem:
The boxx Sphinx can be lured anywhere throughout the dungeon, using his boulders attack to spread massive damage all around. It makes it impossible to kill other bosses. Additionally, the Sphinx boss itself becomes impossible when people lure him around, or spend several hours dispelling the EVs that people are using to kill him. When he doesn't die, Medusa doesn't die, and the spawn can't be restarted until all 5 bosses are killed. Sometimes that takes weeks.
A solution:
Rather than allow Sphinx, massive spawn or other bosses to be lured through the entire level 2 of the dungeon, put in a physical obstacle in the way with a sparkle system to get across. This can be done exactly like what was done to the western exit of Oaks.
You can do this either at the main choke point entering to the boss (shown in a red X) or the choke point to the area for that boss (shown in a blue X) If you want the spawn that's immediately outside the boss area to be within the confined area (offering more challenge and less safety) put the obstacle where the blue X is.
With these change, the main concept of the dungeon doesn't get impacted. Both small groups and large guilds are all benefited, with a major advantage going to neither group. The content will get completed 10 times more than it is now, and veterans of the game have additional content to do and enjoy. (Full disclosure, as a member of City, with this change, we'll do Booty a ton, so our guild, in addition to others, will see a benefit.)
Bonus Suggestion 2: Remove the ability for anyone to mark a rune in the southern exit of level 2, this will stop people from skipping the entire dungeon and coming back over and over, regardless of deaths, all with an attempt to grief. It'll require a team member or a 2nd account to reverse gate in, rather than coming back via recall, immediately. Pic below:
The reason why Booty isn't completed is because it's too griefable. One person or a couple of people, with no intentions on doing the bosses, getting a drop or PvPing, can shut down an entire guild's efforts of completing Booty. Unlike the "wild wild west" champing where anyone can raid on reds, defend on blues and get drops from the bosses, Booty's current setup allows for the grief to stop the entire shard from even wanting to do the content in the first place.
The problem:
The boxx Sphinx can be lured anywhere throughout the dungeon, using his boulders attack to spread massive damage all around. It makes it impossible to kill other bosses. Additionally, the Sphinx boss itself becomes impossible when people lure him around, or spend several hours dispelling the EVs that people are using to kill him. When he doesn't die, Medusa doesn't die, and the spawn can't be restarted until all 5 bosses are killed. Sometimes that takes weeks.
A solution:
Rather than allow Sphinx, massive spawn or other bosses to be lured through the entire level 2 of the dungeon, put in a physical obstacle in the way with a sparkle system to get across. This can be done exactly like what was done to the western exit of Oaks.
You can do this either at the main choke point entering to the boss (shown in a red X) or the choke point to the area for that boss (shown in a blue X) If you want the spawn that's immediately outside the boss area to be within the confined area (offering more challenge and less safety) put the obstacle where the blue X is.
With these change, the main concept of the dungeon doesn't get impacted. Both small groups and large guilds are all benefited, with a major advantage going to neither group. The content will get completed 10 times more than it is now, and veterans of the game have additional content to do and enjoy. (Full disclosure, as a member of City, with this change, we'll do Booty a ton, so our guild, in addition to others, will see a benefit.)
Bonus Suggestion 2: Remove the ability for anyone to mark a rune in the southern exit of level 2, this will stop people from skipping the entire dungeon and coming back over and over, regardless of deaths, all with an attempt to grief. It'll require a team member or a 2nd account to reverse gate in, rather than coming back via recall, immediately. Pic below: