My opinion on dungeon changes.
They said “liquid assets” which means direct in-game coin.
They said it’s being reduced, not eliminated.
Silverwaste income is primarily made by selling off item drops and not from “liquid assets”.
In the early days of the game the devs would alternately nerf and buff various game modes to encourage more diverse rather than focused play.
The “liquid assets” from dungeons probably should have been nerfed a while ago but it was the simplest attempt at “instanced challenging content” they had but they didn’t have a reasonable replacement in place so they kept it, much to the detriment to the game economy. Especially with the lack of other distracting content during the last 10 months.
RIP City of Heroes
I understand how the liquid rewards are affecting the economy and why it has to be balanced out. But at the same time, consider that perhaps the economy is not their main target and it is in fact the dungeon community that they’re trying to get rid of (they said they wanted to deincentivize dungeons). They received backlash from removing TA fwd up awhile back and this time around, instead of directly removing content, they are simply making sure no one plays it lol. To me, that is almost as bad as removing content. Sure, we don’t know how bad the nerf is going to be, but at the same time, they have said that it’s going to be “much less” rewards with no compensation through tokens or material drops. A lot of the people I know do dungeons because it’s fast, it’s varied (so many dungeons, so many paths) and it gives them enough gold for their time. I personally do dungeons for both reasons — if I have a good team, I do them all, get a good amount of gold while having the fun of my life. If I don’t, I rather not do them.
I think part of the reason of the inflation is because there simply has not been enough new content released in the past 3 years. People do dungeons because they have all these free time that they don’t know what else to do — they want to spend their time in game efficiently and have fun, and what is there to do? If it’s not dungeons it’s open world exploring and most people have already explored everything multiple times that it’s sickening to explore it once again. Silverwastes is a chore to most people (I personally enjoy it, am in a silverwastes guild), and most hardcore dungeon runners would rather eat their babies than do any open world content. And Fractals has been the only one updated since released (barring Aetherpath) but many people don’t do them because it’s so long compared to dungeons that they lose interest half way, also, the Fractal skins aren’t that much of an attraction (why bother with the RNG and collecting them when you can buy something you actually like off the TP), Fractal tonic is a useless trophy that a lot of people couldn’t care for, and most of the time, no one cares for the rings. And in the end what do you get out of 4! Fractal instances? — 1 measly gold.
If Anet had released a steady stream of new content – New fractal islands, new 5 man instances that could compare to dungeons, people would want to go test them out, make new achievements with them, even if the gold payout weren’t as good as dungeons themselves. If Anet could keep people’s attention elsewhere consistently, new content every 2 weeks to a month so that when people are done with one content, they can move on to another — people wouldn’t be so focused on farming dungeons all the time. So I refuse to believe that dungeons are the sole or main reason for the inflation.
I understand how the liquid rewards are affecting the economy and why it has to be balanced out. But at the same time, consider that perhaps the economy is not their main target and it is in fact the dungeon community that they’re trying to get rid of (they said they wanted to deincentivize dungeons). They received backlash from removing TA fwd up awhile back and this time around, instead of directly removing content, they are simply making sure no one plays it lol. To me, that is almost as bad as removing content. Sure, we don’t know how bad the nerf is going to be, but at the same time, they have said that it’s going to be “much less” rewards with no compensation through tokens or material drops. A lot of the people I know do dungeons because it’s fast, it’s varied (so many dungeons, so many paths) and it gives them enough gold for their time. I personally do dungeons for both reasons — if I have a good team, I do them all, get a good amount of gold while having the fun of my life. If I don’t, I rather not do them.
I’m not sure I agree with the first part. To be absolutely frank, the dungeons we do currently have access to are not impressively designed – they are not challenging, and the only thing remotely impressive about clearing them is rapid completions.
Anet will not be removing dungeon armor, so there is still incentive to run those dungeons, just a little less so after HoT.
That said, Anet has not released a new dungeon or a new dungeon path since aetherpath, so I can’t really say I’m surprised to hear them confirming what most of us have been thinking. Ultimately, the question becomes what they will do with fractals and raids in order to shift player interest. As this has yet to be seen, I don’t believe we have enough sustenance to formulate an argument either way for these upcoming dungeon changes.
I do agree there hasn’t been enough endgame content in gw2 for a long time, most of the living world feels like a bad fanfic that you can blow through in an hour. So i can ttoally relate, that’s why I ran dungeons for so long, because I wanted something to do