EDIT: This should probably be moved to suggestions
Hopefully their dungeon revamp will fix this, but I shouldn’t count on it.
Some dungeons are significantly easier than others. Some require much less time. That is simply how they were made.
To say Arah explorable is the same difficulty/time as AC explorable would be a bit crazy. Yet they reward the same number of tokens. Spending 2+ hours in arah to get 60 tokens is annoying at best, when you could easily have 180+ AC tokens in that time frame.
Perhaps it is just grumbling about needing 500 Arah tokens for my legendary, which will take quite some time, while others require the easy dungeons.
Suggestions: (Any could apply, or all)
1. Change the token rewards based on dungeon expected difficulty/time. Add more to harder and/or remove tokens from easier.
2. Standardize dungeon difficulty/time.
3. Implement a token exchange for a penalty. 2 for 1, or 5 for 1, (rates negotiable). Don’t like running Arah? Run AC for a 5 to 1 conversion penalty.
4. Purchase dungeon token? – Implement a new loot item on dungeon mobs/regular mobs that have a chance to drop something, such as ghost dust for AC ghosts, or Putrid flesh for risen. Trade those in at 10/20/30 to 1 for a dungeon token.
Dungeon suggestion Overall:
1. Boss/Mini-boss HP: Enormous health pools don’t make an interesting boss. Once you figure out the bosses gimmick move (that hopefully isn’t an instant kill), it consists of spamming dps for the next 5-10 minutes slowly waiting for them to die.
2. Boss/Mini-boss Instant Kill: Instant kill moves are as entertaining as gigantic health pools. While some moves can be dodged, not all can, and some leave next to no reaction time.
Colin Johanson: "Everyone, including casual gamers,
by level 80 should have the best statistical loot in the game.”
http://www.eurogamer.net/articles/2011-09-27-guild-wars-2-preview?page=3