I killed them dozens of times and as I can agree that it can be very nice experience for a new player but it does not give anything to veteran players. The loot at the end is just unrewarding if I say that politely. The dragons do need revamp either in encounter behavior and also in rewards. As I saw Grenth revamp I’m quite sure that Anet can provide very nice boss improvement if they have time. Let’s start with rewards revamp.
Each dragon phase and pre-events should award player specific percentage to final loot generated in the chest.
Example for Claw of Jormag event:
Crystal 1 – 10% rare, 0.5% exotic
Crystal 2 – 10% rare, 0.5% exotic
Crystal 3 – 10% rare, 0.5% exotic
Crystal 4 – 10% rare, 0.5% exotic
Phase 1 – 15% rare, 0.75% exotic
Phase 2 – 15% rare, 0.75% exotic
Total: 70% rare, 4,5% exotic in a chest if every encounter was player part of. This percentage contains chance for one rare/exotic. You can get more rares/exotics in a chest but the chance is lower. I would personally divide it by 3. In this case, chance for getting second rare is ~23%, 1.5% for second exotic, ~7.6% and 0.5% for third rare/exotic and so on. Blue tier of gear should be completely removed and minimum green tier (masterwork) is awarded. The maximum number of gear from chest should stay the same.
Please keep in mind that the encounter must be revamped too for meeting such generous loot upgrade. Let’s see some ideas for CoJ encounter revamp. Dragons should have scaling turned on but from specific minimum (15+ players)
Crystals:
Monsters should spawn continuously and not like it’s now once the crystal meets specific damage percentage taken. The monsters should be stronger and that encounter should not allow small group to destroy crystals. Minimum should be 15 people for crystals 1-4. Also fighting these monsters need more group oriented behavior not just zerg. E.g. we have crystal spawning trolls. The troll will generate an aura protecting the crystal. In case the troll won’t be killed and pulled away from crystal, the crystal is immune to damage. Every crystal should have different way how we can destroy it.
CoJ phase 1:
First get rid of safe spots. E.g. on the right edge of the rock where almost nothing can hit you (reach you). Incoming crystals should be prerequisite for destroying ice wall. It means that we need to kill all elementals and then we can proceed and continue in destroying the ice wall. E.g. we can freeze all cannons (providing specific “melting” debuff to ice wall) and once all elementals are killed the freeze status breaks and cannons can shoot again. It will force people to move more and not just stay on one place. Also covering that blind spot with CoJ abilities will help too.