(edited by Fate.5961)
Patch notes – Sept. 17th, 2012
*Added a system to limit the experience and gold that players can receive from speed-farming dungeons.
Dungeon runs not only requires an active, competent team, but don’t have the benefit of mass drops and karma points – not to mention the safety of the zerg. It’s far easier to gain valuable loots, rare drops, rare crafting materials, and hundred and thousands of karma with looping dynamic events.
A nerf to a dungeon is an unintended punishment to active players, particularly those who like to play in a party or with guild mates. There were only two dungeons that can be cleared quickly, and even that’s too few (as in there should be more fun dungeons) as the rewards are mostly for the experience and a bit of silver – far less than Orr farming or botting.
In addition, the latest nerf discourages random partying, or at least forces players to find a specific composition because there is no longer a fair margin for error. This forces players to find a new trinity and discourages players from just having fun with others/easily making new friends.
Dear Anet staff, please take another look at this and consider a reversal of this latest move. Thank you.
(edited by Fate.5961)
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