Before I start, let me just say that Anet making dungeons actually reward gold is awesome. So in that respect, THANKS Anet. Now having said that, when they were putting in the patch to fix the rewards, they said that all dungeons would give between 1g-3g based on path difficulty and length, so why does almost every dungeon path give 1g? Why do some dungeons, which take twice as long as others and are harder, reward the same amount of gold as super easy fast paths?
Note: I don’t really go on these forums very often, so I don’t know if this has been discussed to death. I was pretty content with not saying anything, but when I heard that fractal 49 rewards only 1.5g or something, I figured I’d say something.
So to start, let’s look at current dungeon rewards.
To add to those, fractal 21-30 gives 1.2g, 31-40 gives 1.3g and I believe 41-50 gives 1.4 or 1.5g (please correct me if I’m wrong).
The rewards are pretty lame aren’t they?
Let me point out a few imbalances:
1. Why does doing Arah path 3, one of the supposed harder dungeons (due to mobs + lupi) reward the same amount of gold as AC paths 1/2/3, which are relatively easy.
2. Why does doing fractal 49, an endeavour that can take between 30 mins (with the fastest fractals, no wipes and perfect execution) to 1-2 hours reward the same amount as all AC paths, which can be done in 20 mins easily with a pug group?
3. Why does COF path 3, which is long and can be considered difficult, reward the same amount as COF path 1, which is done in 6-10mins with any pug group?
4. Why does SE path 2, which is much longer than SE paths 1/3 reward the same amount of gold kitten path 1/3?
Anyway, you get the picture.
So how to fix this? Well, you shouldn’t be asking that since the answer is obvious: change the dungeon rewards to actually reflect the dungeon difficulty and length. If this isn’t an easy fix, I don’t know what is.
AC
Path 1: This is easy, and not long. Final boss mechanic is simple. This should reward 1g.
Path 2: Again, not a very hard path. Final boss can be difficult for groups lacking the DPS and organization. Keep this at 1.5g.
Path 3: Easy and short. Should honestly be 1g.
CM
This is a dungeon I don’t run much since I simply don’t like it. With that being said, it’s not exactly difficult and should stay at 1g. Maybe path 2 can be considered for 1.5g, but probably not.
TA
This should stay the same and I’m glad Anet actually put 2g for a change on the Aether path. It is longer, than the other two paths afterall, so this is good.
SE
Like I said earlier, path 1 and 3 are short and easy, with path 1 being shorter. Path 2 is a lot longer than both of the paths and is a bit more difficult. Path 2 should be 1.5g, while the other 2 should stay the same at 1g.
COF
Path 1: Honestly should be 50s, that’s how simple this path is, but should be kept at 1g.
Path 2: It’s slightly more difficult and longer than path 1, but still quite easy, 1g.
Path 3: Longer and more difficult than both paths, upgrade this to 1.5g.
HOTW
Path 2 and 3 should get upgraded to 1.5g. They are longer and more annoying in general.
COE
I’m on the fence on this one. I think all the paths are relatively simple and easy, but don’t know what the community feels about this. They can be considered 1.5g apiece since they are longer than every other 1g path.
Arah
Path 1, 2 & 4: Stay the same.
Path 3: Go up to 2g.
Honestly, the fact that you gotta fight Lupi makes some people shake in their boots.
Fractals:
21-30 – Should be 1g (honestly, not even any instabilities here)
31-40 – Currently it’s like 1.3g. Why? 30s for braving instabilities, some more difficult than others. This should be like 2g or something.
41-50 – Again, higher agony damage, higher mob HP/damage and instabilities. Why only an extra 20s for doing this? This should be like 2.5g-3g.
51+ – I’d say keep these at 3g.
Like I said earlier. The current system is already infinitely better than spamming COF path 1 like before. But it also makes me question sometimes if Anet actually play their own game. If they don’t use optimal builds (which according to streams, they don’t), and then they run the longer paths, which are a lot longer without optimal builds, then how can they not notice that the current system isn’t based on length/difficulty of a path?
Am I being picky? Probably. Is this a huge issue? Not really, but I figured I’d just point it out.
Do you think I’m right? Great, let me know. Do you think I’m wrong? Also great, tell me why.
Sorry this was long, I had too much time on my hands at work, things are a bit slow at the moment.