(edited by Kain Francois.4328)
One way to fix Orr in my opinion is to give us better reasons to keep Shrines captured and defending Arah.
As it stands, it is much more rewarding to allow Shrines to be captured, and in some cases, to not even capture the Shrine in the first place! (Grenth.)
So how can we create more incentives to maintain shrines? First and foremost, grant us a chest for defending them.
With the recent update to Defend Arah, there is absolutely no reason to spend 20+ minutes killing the High Wizard all over again with no chest reward, especially when we lack a pact Army or 30+ people to defeat this insane boss. So the simple solution? Add a chest reward!
As for the god shrines themselves, add different kinds of foes all over Orr depending on what’s captured. Currently we get sparks for Dwayna and Earth Elementals for Melandru, but this needs to be tone up more to replace Trash Mobs. This would be a great thing to do since it would help with the Kill Variety achievement, Lodestone farming, and eliminating the stupid Risen crowd control foes.
Direct rewards for capturing a Shrine should be by defending it rather than assaulting it. If we look at Grenth, people purposely fail it because it allows them to farm. So why not reverse that? Allow captured shrines to trigger Dynamic Events which repeat often involving large clusters of mobs followed by a second event repeating the Shrine Priest. Defeating them rewards the chest.
In short, why not have the epic Dynamic events to farm AFTER we cap the shrine, and why not use this as an excuse to weed some Risen out of the area?
(edited by Kain Francois.4328)
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