Just an idea regarding dungeons and their difficulty
I hope you realized when you put a rank about paths adn rewards, you will split a pug between who is on rank 1 and who is on rank 4 (example of a dungeon with 4 paths) sometimes even reducing the actual lack of players playing a particular dungeon?
Paths exists as a variation to the boring same content.
Just to add, this would create elitism of “rank 4 guys” and “rank 1 noobs”.
What we need is to add a normal mode to dungeons, that yield 20-30 tokens per run, whilst making explorable mode exclusive for organized groups that want a challenge, with correspondingly increased rewards to match increased difficulty.
The only alternative is that endgame dungeons are restricted to a fraction of the playerbase, whilst the overwhelming majority of players continue to camp AC and TA explorable, CoF and CoE inbetween those if you’re somewhat skilled, because they’re the easiest and the exploits in other dungeons are “fixed”. That will, in turn, lead to people quitting or not doing dungeons anymore, and ArenaNet not releasing new endgame dungeons because the playerbase is focused on PvP, boring the high-end guilds to death and stagnation after running the same dungeons continuously.
I’d like to see story mode yield a small number of tokens, too. Honestly I just don’t think right now the dungeon rewards are on par with their difficulty.
As for the difficulty, while I’ve been able to personally grasp how to get through dungeons with guildmates fairly quickly, I’d like to see an across-the-board health reduction in dungeon mobs. Once you figure out the gimmicks of each trash pack or boss, I find the fights go a little stale since they just have mountains of health to burn down.