Easy fix for end-game/dungeon rewards

Easy fix for end-game/dungeon rewards

in Suggestions

Posted by: Juicebox.3047

Juicebox.3047

Create a separate tear of rewards based on how many times you have died in a dungeon. The less deaths you have, the better your rewards (beyond the standard token/gold/exp). This creates the incentive for players to really analyze their class and their team synergy.

I suggest two separate rewards tiers – one based on over-all deaths in the group, and one based on individual deaths. That way the tank/puller is not too penalized by dying more often, and players have a reason to hold each other accountable.

I wouldn’t make the no-death or low-death reward too desirable, as the community may get lousy in regards to pick up groups (LoL mentality is what I’m worried about).

What do you guys think?

Easy fix for end-game/dungeon rewards

in Suggestions

Posted by: TeaDoa.5968

TeaDoa.5968

I think the best reward is a better group is better at it. I don’t know where this dungeons are worth it attitude I think it is more on how Anet made everything else so good.

Easy fix for end-game/dungeon rewards

in Suggestions

Posted by: TheRogueclaw.7683

TheRogueclaw.7683

People shouldn’t need incentive to analyze boss fights and dungeon tactics, it’s all part of learning a game, whether it’s MMO or single player. Many players are finding dungeons difficult because they believe you can kick down the boss door and DPS your way to victory. That’s not ANet’s way of planning dungeons and it certainly shouldn’t be ours. In saying this the rarest tier dungeon sets are far too pricey to be even considered until people start getting bored of the game and are hungry for stat advantage, couldn’t these sets be at least a bit more achievable? Or at least make the lower tier dungeons sets not all look the exact same.