As the title sort of hints… and forgive me if my information isn’t perfect, but the explorable mode dungeons have 4 paths. Rather than making them all equally difficult in some manner, why not have them be different difficulties? So when you choose a path, you know it’s either easy, medium, hard, or insane. I think this would make dungeons more inviting to players of varying skill and time-commitment rather than the seemingly mile-high brick wall that some players see it as.
Easy Path:
Probably on-par or a little tougher than the story mode. The idea is to introduce players the general mechanics/tactics that mobs and bosses will use in this particular dungeon. The damage is fairly forgiving and allows players to formulate basic tactics to use against mobs.
Medium Path:
Tougher than easy and a little less forgiving as damage increases and we start to see some more high damage/one-shot mechanics come into the mix. It’s riskier, but still giving players opportunities to learn mob/boss mechanics and try out tactics.
Hard Path:
It’s gonna be tough. You should pretty much know the majority of mob/boss mechanics and how to counter them. Very little forgiveness and requires skillful playing of the character, coordination with the team, and good execution of strategy.
Insane Path:
Pretty much if you and the group don’t perform flawlessly, expect to get rolled.
Now in terms of rewards, it follows that easier = lesser payout whereas harder = higher payout… Not just in terms of token amount after a successful section completion, but drops in general (from mobs, chests, bosses, etc); whether it be increased chance for rares, extra token drops, extra coin drops, etc. So while easy mode will almost guarantee a player walking out with some profit, Insane will be highly lucrative if you can pull it off.
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