It seems to me that anet views the whole Aetherpath endeavor as a waste of time. They develop a new dungeon path, and all they get is complaints. They probably view metrics that show it is the least run dungeon path in the game. Clearly the community doesn’t want more challenging content, they just want to farm the easy stuff, right?
I think there are a number of issues with the aetherpath that prevent it from being popular, but they have nothing to do with its difficulty. I want to highlight some of the ones I see and encourage people in the community to contribute their own. Hopefully, anet will be able to learn from this list, address the mistakes, and be more open to developing new instanced 5-man dungeons.
I’ll start with the big one-
Rewards
Colin JohansonEvery time you finish a dungeon you get tokens you can trade in for reward items that you want, rather than having a small chance of getting it as a drop, because it’s more fun to always get rewarded for finishing with something you want to have!
This was from a blog written in June 2012, explaining some of the PvE design decisions in gw2. It pretty succinctly sums up why people have a problem with the reward system TA aetherpath. The unique weapons skins for this path are locked behind a ridiculously low chance to drop. Whats worse, they can be bought on the TP, which means you are better off farming easy dungeons to save up the gold for the skin you want rather then playing the content it comes from.
All of the at-launch dungeons have a token system which gives you guaranteed progression towards unique rewards. You get to choose the skin you get, so it will be relevant to your character. You may also trade in your tokens for generic, salvageable rares, which gives value to the tokens without making the unique skins tradeable. This is a good system, and it’s clear that it was designed with an understanding of how frustrating rng loot chests can be. I’m not sure why anet has moved away from the token system, but I think it was a mistake.
This is the big thing keeping aetherpath from being popular. But there are some other, smaller aspects that add up to major frustration.
Unskippable Cutscenes
The sparky and slick cutscene is the most egregious. I would also count Caithe’s dialogue at the start of the path – it’s not strictly speaking a cutscene, but we should be able to interact with her to interrupt her dialogue and choose a path.
Replacing Foward-Up
This is not something that currently effects the dungeon, but it gave a bad first impression. Rather then doing a simple QoL fix on the final boss of TAF/U, Anet chose to remove the path entirely. This was done with only a few days warning, and and justification given seemed half thought out at best. Instead of excitement about new content, the dialogue on the forums leading up to the patch was soured by this frustrating turn.
Padding
Everyone may not agree with me on this, but I believe there are a bit too many filler trash-mob rooms. There are some interesting encounters and puzzles, but getting to each major objective feels tedious. The solution many of the at-launch dungeons have is to make some trash sections optional – skippable. If they want to move away from skips, I believe they should trim down the dungeon to its meat and potatoes. Keep in trash sections which introduce mechanics (like the run between sparky/slick and the foreman in which you blow up the generators), keep the puzzels, but cut out the rest.
This post is already getting pretty long so I’ll let others contribute what they see as issues with aetherpath. I want anet to know that there is an audience for challenging 5 man content, and that aetherpath is not a good metric of that audience because of other surrounding factors which kept it from being a success.