I had a great time with the personal story, even with all its poor Alzheimer-suffering characters (oh, it’s that guy I spent 4 missions and some close moments with, and now he’s… happy to meet me…). But the end rewards are still far too low, even with the update that updated the treasure bags to “probably not blues” and gave one extra unique rare.
Here’s what you get:
- 1000 guild influence (nice! Now that’s what I’m talking about!)
- 1-2 WvW siege plans (Wv… huh? That’s a different part of the game.)
- an account-bound token for a unique weapon skin (not too shabby, although – rare items? Really? Not even one exotic?)
- 3 “treasure bags” that contain 3 random junk greens and probably a .0000001% chance at something better (lol, lol, lol, oh wait you’re serious?)
- lots of XP and maybe some tiny amount of copper I didn’t notice (not really worth anything)
The personal story took me about three and a half months to complete. The main problem is that I also participated in an event that took 3 and a half hours to complete, and it gave two junk rares and two junk exotics (with a tiny, maybe 1% chance to get a precursor worth 400g). That is a bit of a disparity. The personal story takes a long, long time and pretty much requires a max-level character, and it can only be done once per character. Where is the danger in upping the reward to the point where you feel like the reward was even close to the effort you put in?
Personally, I think the level of reward should be more along the lines of: one account-bound token for an account-bound precursor of your choice. It actually makes a lot of sense because then the personal story would be required for a legendary as well (it currently is not, unlike almost all other parts of the game) and people wouldn’t be going nuts over precursors anymore. I know they serve an important function (massive gold sink) but it still seems like that’s the level of reward it deserves. I will be quite surprised if the promised “scavenger hunt” for precursors takes more time and effort than the personal story.
Here is more like what I would have expected:
- 1000 guild influence
- an account-bound token for a precursor
- 3 “treasure bags” that contain 2 random junk rares and 1 random exotic
- lots of XP and maybe some tiny amount of copper I didn’t notice
And honestly what would have made the most sense, even ignoring the precursor stuff:
- an exotic weapon of your choice, with stats of your choice
- two exotic trinkets with stats of your choice
- 3 treasure bags with random rares or exotics
- guild influence and XP/gold
I just don’t see how this would have imbalanced the game. And obviously implementing it now would require a huge one-time shipment of rares/exotics/precursors out to all the people who’ve finished the story, and that would have some short-term ramifications to the economy – but it would recover, just like it did after the karka event.
Seriously, the ending of the story is great, but the loot is really, really terrible. Even post-fix.