Hello!
What I’m about to post has been mentioned in a couple of Reddit posts already, but due to its controversial nature the posts have been pushed up front only to get downvoted. To some point the community there was right, that content should be posted here, for a group of PvE players to see, discuss, share ideas.
Personally, and quite a few other raiders believe that raids at the moment are not as rewarding as other easier, more casual PvE open content is (speaking about pure rewards, no ‘’satisfaction’’). Anyone who has been around for a while knows that maps like Silverwastes and all HoT released areas, including Bloodstone Fen are pretty profitable and do not require any special skillsets nor effort to achieve a decent level of profit. For example Tarir multi loot can give from casual 30 ectos to ‘’hardcore’’ 100 ectos per run and it only takes for about 20 minutes or less. As for the raids, they are supposed to be an end-game content which requires a higher level of skills than any open mats, meta events, dungeons, FoTM, and the weekly rewards do reflect that to some point (I’d rather skip the fact that 95% of the drops are trash). The problem a lot of be it casual, semi-hardcore or hardcore raiders are faced with, is the fact that after a weekly clear there is not much incentive to do a second or even third run, simply because not many raiders want to spend hours only to get a few boxes of green and blue loot, which doesn’t even cover the food expenses. Right now only people I see re-doing raids are dedicated raiders who enjoy the content, test new stuff and people helping their friends.
Because I don’t want to only bash and trash, I’d suggest a few changes or ideas to work on so that we can improve the whole matter. At this point I’d like to copy/pasta a few points a guildie came up with that would incentivise more people to repeat raids (resulting in more parties on LFG, more opportunity for newer players to get in, more experienced raiding community), while adding a few of my own ideas and thoughts.
- After killing a boss (anytime), there should be a chest that would work the same way as it does now. 1 gold for older wings and 2 gold for new wings, including chance to drop exotics and rares. Anyone who does weekly raids knows that keeping those chests unlimited or daily even, would not break the economy, since most of the exotics are worth less than 60 silver, and all the rares from a single wing yield maybe 5 ectos.
- To address the special rewards in the likes of ghostly infusions, portals, ascended gear, I would personally make them daily loot, same way as FoTM (with decrease of chance to drop a Ghostly Infusion). Why is that? At the moment I feel like FoTM has a higher chance of dropping Ascended gear than raids and plenty of people have their mule characters filled with useless ascended gear. Not to mention that kind of gear is account bound so no real influence on other players (except if you get really lucky with salvage). Or perhaps keep helmet, shoulder, gloves, boots pieces as a drop from FoTM and chests, leggings as a raid drop, just an idea.
- A really important point here, re-runs of raids at the moment serve only as boss practice runs or something to do with guildies. I guarantee you nobody does re-runs for the loot. While if the loot got a bit better or the daily/weekly limitations removed, it would spark incentive in general raiding community to attempt more raids! Lets jump back to first 3 years of GW2, whole dungeon run in 3+ hours could add up to 50g per person and it was not an economy breaker, neither would unlimited raid rewards be. Not to mention not every person that does raids would actually complete all 3 wings multiple times, yet would get rewarded and incentivised if they actually tried (rather than mindlessly farming ML or some other brain afk meta maps).
This set of changes would benefit the general PvE and raid community in a few ways. First off like I mentioned before, more people attempting raids, increasing general raiding community and more opportunity for newer players to try raids via LFG or guilds. Those who are already raiding would do raids more often, with that increase their skills and knowledge, push for better times and create somewhat of a competitive PvE content. Not to mention rewards and the feeling of actually getting fairly rewarded for time spent. If at this moment we jump back to Guild Wars 1, it has plenty of end game content and the rewards are farmable basically every second (if you possess the skills). From FoW, UW, DoA, Topk and other dungeons, the rewards were all ‘’unlocked’’ and rewarded the players with a chance to win unique skins, profit with general crafting mats, etc. Like in raids nowadays, not every group actually made it to the end. And to put minds at ease, unlimited rewards would not mean hardcore raid guilds would mindlessly farm via this method, because lets face it 6 gold from wing 1 and 2 and 6 gold from wing 3 is not that much money for 2+ hours of work. You would literally make more money in dead end content, dungeons.
At the end of the day, if we look at the current state of raids we can conclude they offer somewhat under 15g of profit per 2+ hours of play PER WEEK, about 3-5 gold for re-runs. Personally I miss the feeling that I got when we finished the likes of DoA or FoW and getting a crack at the chance to get a special, rewarding skin. Right now it’s just those few blues and greens and that’s it.
Please do share your ideas, constructive criticism, your views and hopefully developers see the problem and address it.