I just posted this on Reddit but I thought I might share my ideas with the dungeon community to see if there’s any interest in my proposal, please comment with any flaws, improvements, criticisms or agreement with this, and maybe we’ll be able to come up with a better solution and actually convince anet to do something about it :P
I think at this point a lot of people have realized that the dungeon community is basically dead and the only people attempting to do dungeons are those farming for tokens or newbies who want to try out their first dungeons. With fractal rewards being generally crappy at this point in time writing, most people with little time to spare or those who enjoy ‘challenging’ content without the need for a full 10 man party and hours of dedication available to do raids are basically screwed out of their money making sources. Therefore, I propose a few suggestions to help rebalance dungeon rewards so that people are not completely focused on farming them or selling paths for gold (which I assume is why Anet decided to ‘deincentivize’ them in the first place).
My solution: Merge or scale rewards for lowmanning.
Many veteran dungeon runners are at this point, capable of soloing or lowmanning dungeons. In fact, they’d rather solo or duo for the extra challenge. With the fancy buffing of most classes and the inclusion of elite specializations, dungeons are basically a brain dead activity for a full man party, if it already wasnt before. So, if the point of nerfing rewards because dungeons are too easy with too much payout, keep the current rewards per person, but divide the rewards from any ‘free slots’ in the party to the available party members. For example: If a soloer manage to finish Arah P2, which current payout is 1g and 60 tokens per person in a 5 man party, this person would instead get 5g and 300 tokens if he finishes the dungeon as the only person. This would lessen the incentive to sell the path because the rewards will get divided back into 5 people if he finishes the path with a full man party. Which means he’ll retain the 1g and 60 tokens that he would’ve gotten if he ran it with a 5 man.
This change would not only give people who enjoy dungeons an incentive to run them again, they would also challenge any dungeon farmers who have been running in a low skilled 5-man environment to up their game by actually learning the mechanics of the dungeon bosses. Running as a solo-duo also takes a fair bit more amount of time in completing content compared to a 5 man, and with the extra skill and time required for lowmanning, it’s only fair that the payout is increased.
Asides from that, Anet has already showed us that tweaking the rewards for dungeons is not a completely difficult task to achieve. Unlike the many suggestions for a challenge mote that requires a complete overhaul of every dungeon path, this only requires some tweaking in the dungeon reward programming that could also be used/transferred towards fractals (Lowmanning Fractals and selling them on LFG is also currently still a thing). Im not a programmer so I can’t say this for sure, but I’m fairly certain a simple tweaking of the reward balance is much more simpler than making a “Hard Mode” for all 8 dungeons.
Tl;dr:
Pros:
- Rewards people who are skilled and spends more time completing the dungeon
- Challenges people to learn dungeon mechanics and improve skill for more rewards
- Deincentivize dungeon selling on LFG
- Fair rewards for 5 man parties and low man parties
- Provides fair content for people who do not enjoy group play, or lack the time for hours of raids or HoT map metas
- For Anet, don’t have to spend that much time ‘fixing’ dungeons
Cons:
- Anet actually has to touch on dungeons again lol