Rivendusk | Rivendawn | -daze | -drake | -dash | -drop | -dire | -dyre | Daxter
First of all, I just wanted to say that I love the overall design of the dungeon system (story, explorable, no needed trinity, etc). I do agree there is still inconsistencies in the level of difficulties, but overall, my guild and I enjoy the experience of playing together and the memories we have already made with the current system and fights.
I do, however, understand why many are disappointed with the system as far as difficulty, rewards, and level of effort to get the gear.
First off, sharing credit and expanding discussion, my suggestion seems to have already been sort of brought up previously by Kogasa Tatara.1409 in a post two days ago about bringing back the Master Dungeon Guide…
https://forum-en.gw2archive.eu/forum/game/suggestions/Bring-back-Master-Dungeon-Guide-please/first#post156635
I’d like to echo something similar; however, I think there needs to be a little more that goes into a tweak in the dungeon system to preserve the hard work already put in, maybe even emphasize areas that are being overlooked, while addressing some of the concerns the general public has.
My first suggestion is to consolidate the various explorable dungeon tokens into 1 token… instead of having each dungeon have its token, just create a single, stackable “Dungeon Explorer Token”.
Secondly, re-implement the Master Dungeon Guide for the explorable modes. If you plan more dungeons in the future, maybe consider wrapping just these 8 into the book. (I don’t know how you would adjust for future-released dungeons.)
Now, as far as the dungeon sets/rewards, maybe for each piece of the exotic armor sets will require a full Master Dungeon Guide book. This means that somebody has completed all paths of the 8 dungeons for 1 armor piece of whichever vendor they want. Have each dungeon have a different set of stats with the same look, so if somebody wants the stats of one and look for another, they have to gain both sets. The rare-level items/armors can then be bought by the new dungeon tokens, as well as the Master Dungeon Guide can be turned in partially filled in return for some tokens.
Something to that effect above would allow everybody to experience all of the explorable paths at their own rate, and require armor-seekers dedication/effort into all of the dungeons without needing to “farm only the easiest paths of the more popular dungeon skins.” The level of effort to get a full 6-set exotic armor would mean running all 25 explorable paths at least 6 times (more for the weapons), spreading the incentive to do all of the paths of each dungeon. Finally, having 1 type of dungeon tokens means that those who are repeating dungeon content to help their guildies still get tokens for rewards, but there would be no need to worry about “farming” tokens since you need to complete storybooks to get your exotics, not stack tokens.
The tokens can be turned in for rares, consumables, or maybe some mystic coins or something, where you still get rewarded, but, again, there is no urge to farm tokens without taking the value away from the token.
In transition, you could put some vendors to exchange the dungeon-specific tokens into this new token.
In the end, all of the well-designed explorables get played, people will be willing to run all 8 dungeons, guildies can help guildies, there isn’t a need to “farm the easiest path” for tokens. You will get plenty of metrics on how long/difficult certain paths are relative to each other for balancing, so ultimately in the end, people will get their rewards, Anet’s hard work will be showcased, and previous tokens and effort still has value.
Food for thought… If nothing changes, my guild will still have fun anyway! =)
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