Bosses need to drop specific items.

Bosses need to drop specific items.

in Fractals, Dungeons & Raids

Posted by: VoiceOfUnreason.5976

VoiceOfUnreason.5976

When I first heard about ArenaNet’s plans for dungeon rewards in this game, it sounded really good on paper. I hated when I ran a dungeon in WoW and didn’t get any of the drops I was looking for. Having a token system to ensure I would be rewarded sounded like a great idea. After running GW2’s dungeons countless times, I’ve come to realize I was completely wrong.

There is nothing wrong with WoW’s style of reward, where a boss has specific (lets call them exotics for comparison’s sake) drops that players run the dungeons specifically for a chance to get. What’s actually wrong is the fact that said dungeon could be completed without any reward at all. In GW2’s system, every dungeon/boss is rewarding you with currency. That’s a great way to make sure every player is potentially getting something out of the experience. What’s wrong with that system is that it’s ALL you get rewarded with. I can any dungeon a million times and I will never find a weapon or armor drop that would be even remotely viable to use. It’s all just vendor trash. It’s really hard to put into words how utterly unsatisfying it is to open a giant golden chest only to find a big stack of meaningless loot that you intend to vendor at your earliest convenience. The only potentially rare drops are crafting nodes which are few and far between. The tokens are great but knowing that there’s no immediate reward, and you have to run it many more times to actually get something out of it is very unsatisfying. Both these MMOs have a good idea for rewards, but both fall short on making sure the player is always satisfied upon leaving a dungeon.

So why not combine the two? Have bosses drop a random selection of 5 or so rare weapon/armor skins. And then keep your token system the way it is. This way players are running with the chance to see an immediate reward, and they have more incentive to try different dungeons and paths for the different weapon/armor skins each unique boss may drop. But they’re also ensured a smaller reward (tokens), even if they don’t get the drop they want.

Bosses need to drop specific items.

in Fractals, Dungeons & Raids

Posted by: Many Pesky Monk.3140

Many Pesky Monk.3140

They were originally intended to be that way. You get a piece of awesome loot at the end of the dungeon, along with the tokens. If I find the link I’ll put it up. They obviously took that out of the equation and idk why.

Bosses need to drop specific items.

in Fractals, Dungeons & Raids

Posted by: Sundays.2807

Sundays.2807

I feel the boss chests should guarantee a rare quality item useable to your class at the least.

The other day we ran CM expo’s Butler path. I got a handful of mediocre items. Most of which were unusable or undesirable to my Ranger. This is systemic of all the dungeons- something I just recently commented on actually. Too much effort for too little.

Definitely didn’t feel it was worth the effort of doing the dungeon. The supposed “end game” content of explorable mode.

Bosses need to drop specific items.

in Fractals, Dungeons & Raids

Posted by: Vorpal.4683

Vorpal.4683

All bosses should drop an unidentified dye.

You get a guaranteed drop that might be something cool and interesting.