“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee
I thought we did away with grinding stuff to see a viable reward? How did it make it into dungeons?
I can easily promote a few solutions to that problem without jeopardizing the challenge.
1. Dungeon vendors only become available after a player has completed at least 2 explorable modes. At that point, those vendors accept karma (s*-can the dungeon tokens).
2. Make dungeon tokens universal across all the different dungeons, and set it so that when a player completes all of the explorable dungeons, they have been rewarded with enough “dungeon currency” to purchase a single armor set.
Dungeon gear is completely optional, it isn’t needed in order to succeed at this game. Not sure what exactly you expected. It’s like FoW from GW1.
The armor stats for the dungeon gear are the same as crafted sets.
I understand it’s optional, but why have it at all if a player needs to run roughly 10-15 times through it to obtain an armor set for cosmetic purposes? It’s existence promotes dungeon grinding.
If I run every explorable mode for every dungeon, how come the only reward I have is 90x tokens for each dungeon that only take up bank slots?
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