Better rewards for greater efforts.
I believe Arenanet wants it to be easy to get the maximum reward so that players don’t feel the need to compete with each other over it.
However, I do agree that more difficult/longer Dynamic Events should reap more rewards than easier/quicker ones. Albeit you can’t forget that you DO get xp and drops from killing the mobs.
Albeit you can’t forget that you DO get xp and drops from killing the mobs.
Well, some events really are all about a single enemy (devourer queen comes to mind, took ages and a lot of respawning to get a group that worked, and in the end the reward was plain ridiculous). And mob experience is really mediocre compared to everything else, not that I object it though.
Same goes for in dungeons. This morning my group and I spent 3 hours taking down one segment and all I got was about 1 silver worth of stuff (all of which was more than useless), when I’d spent over 10 silver repairing my amour.
Fireheart Plains, or whatever it’s called should be case in point.
Nearly every conquerable outpost involves fighting a Fire Legion shaman with some combination of knockdown or AOE skills that cover about 1/4ths of the platform. These platforms also have a bad habit of either being at heights that produce instadeath falling damage, drop you into lava, or leave you at half health and aggroed by 3-4 mobs.
I’ve spent more money on post death waypointing and armor repair in that location than I have in all of orr. I expected at least chests at the completion of those quest chains.
Nope, 1.9 silver, ty for the effort.
Needless to say I can understand why people are only there to do CoF speedruns. I kept running into the same 5 people globally doing carting, and they weren’t any happier with the way things panned out than I was.