Easy Mode
I don’t think an easy mode for explorable dungeons would make sense or be needed. Rather a better solution for casuals would be just adjust the story modes already. Seems like they are way over-tuned for what you get even though their supposed purpose is to see lore and stuff. Some of them are actually seem harder than the explorable mode for the same dungeon.
Nerf story mode, make it PuG and Casual friendly. Have it reward I dunno maybe 10-20 a day of the dungeon token so it’s still somewhat worth it and still has some sense of progression. It’d still be worth it to go to exp because you get way more gold and tokens. In return they could also add some cool items that only drop exclusively in exp mode so beyond just being more efficient there are other reasons to do exp mode.
Said Nerfing wouldn’t take mechanics out of story mode dungeons, just make them more forgiving that way new/casual players can still start to get the hang of how to do dungeons but without the frustration that it seems like even story modes can still cause to new players.
+1 Story = /should/ be easy mode.
Story /should/ give some useful rewards (10 tokens per day per character).
@Igneous, this is not about casuals, this is about bad players. Explo includes new content. The problem of a casual is, that he needs more time to get to lvl 80 and to get the equipment, while all others already have it. A casual can play explo without problems. A bad player is someone, who is bad, nothing else. I don’t understand, how you can have problems with AC, it is not easy, but also not hard, but there are players, who can not only manage the story with a 80.
+1 Story = /should/ be easy mode.
Story /should/ give some useful rewards (10 tokens per day per character).
Why 10? The story modes actually take longer than some of the explorables. Make it 30, but cap it once per day per character. The dungeon team did not want to include tokens for story mode out of the (very likely) fear that players would farm them instead of the explorables. However, wouldn’t the cap hinder that? Also, aren’t we kind of past the point where the dungeon players are farming armor/weapons (except for the rares for salvage, maybe)?