best statistical loot in the game. We want everyone on an equal power base.”
Pre-launch, Colin listed things that make MMOs bad. They are all now in GW2.
(edited by One Note Chord.5031)
My hope is that rewards adjustments could get more people playing more paths with very little developer time required.
I’ll try to keep this updated with a consensus from the thread if people have other numbers to suggest. To start, here are some not entirely random ideas:
Fractals:
(edited by One Note Chord.5031)
Some immediate thoughts:
(edited by One Note Chord.5031)
AC down to 1.25g, CM up to 1.25g IMO. CM can be a whole lot nastier than AC, especially for pugs.
I could see reducing AC. It would make all the other increases to 1.5g make more sense, too, since AC is shorter/easier than they are. I’m not sure if it should be 1.25g or 1g, though. And I think CM is similarly tricky, especially compared to something like CoE, which can also destroy pugs. (But maybe CoE gets a pass because of the charged cores/lodestones?)
I guess one question is what’s going to be taken as the baseline for 1g, since there’s so much variation.
(edited by One Note Chord.5031)
I could see reducing AC. It would make all the other increases to 1.5g make more sense, too, since AC is shorter/easier than they are. I’m not sure if it should be 1.25g or 1g, though. And I think CM is similarly tricky, especially compared to something like CoE. (But maybe CoE gets a pass because of the charged cores/lodestones?)
I guess one question is what’s going to be taken as the baseline for 1g, since there’s so much variation.
SE 1+3 and CoF 1+2 are the baseline I’d say. Pretty much faceroll and short on top of that.
AC at least has failrates at SQ, Kholer, p1 burrows, the last skip in p1, the traps at p2 (both after Kholer and at the boss). P3… Well, it has that annoying timegate. Pretty much all of those encounters/events just mentioned will probably fail even more often among pugs with the incoming FGS-nerf, except the burrows in p1 and the skip of course.
CM trash can completely wreck pugs, as can some bosses.
I think it’s also quite important to look at the rewards from the average player/pug group, as they’re the majority and if the rewards would be balanced after those who know every path inside out and are considered high end, every path would give 1g, Arah p4 maybe 1.5g.
I’d like to see HotW p2/3 at 1.75g. We should get more for putting up with those underwater boss fights/hp sponges.
I like your suggestions except AC is really easy so it should be lower compared to what others are. Things that make it difficult to balance this across the board are skips and solo runs, but that shouldn’t necessarily lead to not changing rewards at all. Now if they could make it so that you can’t skip, but still the runs feel worth the time spent, that would be great.
My opinion :
AC 1/2/3 are fine at 1.5g. It’s harder than SE/CoF for sure
CM 1/2/3 1.25g each. For PUGs, these are pretty hard paths. But you can’t make them too valuable as an organized group can plow through these easily.
TA U is fine at 1g. F should be 1.25g (slightly harder, especially last run in a pug). Aetherpath should be 3g (the skin drop chance is so low I don’t consider it).
SE 1/3 stay at 1g. Path 2, 2g
HOTW 1/2/3, 1.5 g each
COE 1/2/3 : 1.25g each
Arah 1/2, 2.5g each down from 3g
3 : 2g (still harder than most dungeons)
4 : 3g
I think that balances it more regularly without messing up the rewards you get from a full train too much.
In my opinion:
- AC 1/2/3: No change
- CM 1/3: No change, CM 2: 1,5g (more incentive)
- TA up/fwd: No change, TA AE: 3g
- SE 1/3: No change, SE 2: 2g
- CoF 1/2: No change, CoF 3: 2g
- HotW 1: 1,5g ; HotW 2/3: 2g
- CoE 1/2/3: 2g
- Arah 1/2: No change, Arah 3: 2g, Arah 4: 5g
My opinion (based off AC current reward since it is the easiest dungeon)
-AC no change
-CM up to 1.5
-TA up/f 1.5, Aether 3g
-SE 1/3 1.5g, 2 2g
-CoF 1/2 1.5g, 3 2g
-HotW 1 1.5g, 2/3 2g
-CoE 1/2/3 2g
-Arah 1/2 3g, 3 2g, 4 5g
Either the base should be 1.5g or AC should be 1g
My opinion (based off AC current reward since it is the easiest dungeon)
-AC no change
-CM up to 1.5
-TA up/f 1.5, Aether 3g
-SE 1/3 1.5g, 2 2g
-CoF 1/2 1.5g, 3 2g
-HotW 1 1.5g, 2/3 2g
-CoE 1/2/3 2g
-Arah 1/2 3g, 3 2g, 4 5gEither the base should be 1.5g or AC should be 1g
AC is not the easiest dungeon, both in PUGs and in organized groups. COF, SE and even TA are easier. CM is easier in organized groups as well.
I think AC is fine because of the time locks pretty much. Maybe path2 might not be worth the same but the rest of it is pretty…ugh. While COE isn’t any faster the other rewards balance it out. And honestly I wouldn’t say one is harder than the other, at least not much difference.
HoTW all paths a little bump but especailly 2/3. CoF 3, Aether path. Arah3, SE2 give those all a bump and it’d be good IMO.
Fractals could use a bit of a bump as well IMO.
I’m curious if they have any way to measure the average time it takes to get a more real measurement of how long each path is, something they could really use to scale rewards.
(edited by Jerus.4350)
SE1 and CoF1 are the easiest paths. I wouldn’t mind if they were lowered from 1g5s to just 1g as long as most other paths are increased to reflect the harder difficulty and length. Currently most paths are 1g5s. Some need to be increased by 50s to 1g.
Edit: Just did Arah3. That really needs to be bumped to 2g like everyone else said.
(edited by Arcadio.6875)
This is what I think should be changed and what the daily gold rewards should be:
TA (Aetherblade): 3g
SE (Path 2): 2g
HotW (Path 2): 1.5g
HotW (Path 3): 1.5g
CoF (Path 3): 2g
Arah (Path 3): 2g
I would like to see at least one path for each dungeon considered “the kittene” and give higher rewards. A base of 1.5g for the “harder” dungeon, while moving the others back down to 1g
AC: not sure, maybe make p2 1.5g and the rest 1g
CM: path 2, 1.5g
TA: Aetherpath 3G
SE: path2, 1.5g
CoF: path 3, 1.5g
HotW: path 3, 1.8g
CoE: path 2, 1.5g
Arah: don’t know well enough, but something like current rewards.
@Cormac
What makes HotW P3 more deserving of a reward increase over P2? The last boss in P2 has a one-shot attack whereas the one in P3 does not, and they’re both underwater combat. There’s just about nothing in P3 worthy of mentioning as a decent boss besides Legendary Svanigandir, which is pretty much faceroll in a group but super fun to solo.
Also, what’s with the CoE P2? The unique bosses in each of the paths are Bjarl the Rampager, Evolved Husk, Evolved Destroyer. I don’t know about you but I don’t recall either of these 3 encounters remotely challenging even way back on my first time completing these paths. The evolved husk in particular is easier to solo than in a group, so the rest of the party can pretty much AFK outside and wait for it to be done.
(edited by Purple Miku.7032)
@Cormac
What makes HotW P3 more deserving of a reward increase over P2? The last boss in P2 has a one-shot attack whereas the one in P3 does not, and they’re both underwater combat. There’s just about nothing in P3 worthy of mentioning as a decent boss besides Legendary Svanigandir, which is pretty much faceroll in a group but super fun to solo.
Also, what’s with the CoE P2? The unique bosses in each of the paths are Bjarl the Rampager, Evolved Husk, Evolved Destroyer. I don’t know about you but I don’t recall either of these 3 encounters remotely challenging even way back on my first time completing these paths. The evolved husk in particular is easier to solo than in a group, so the rest of the party can pretty much AFK outside and wait for it to be done.
I will concede the point on CoE path 2, but I have certainly seen far more parties wipe on the boss on HotW 3 than HotW 2. HotW 2 is a simple matter of ranging and then if you make a mistake swimming off to the side to rez in peace which is not possible in path 3 because of the jellies.
I see, makes sense. I don’t run these paths on a regular basis so thanks for clearing that up for me. I think I recall trying to yolo-spear the last boss in path 2 and now that you mention it, I remember that now… it’s true. If you just range him you’re pretty much guaranteed to not get damaged. Awful encounter lol.
(edited by Purple Miku.7032)
I think Story modes need a huge reward revamp. 50s and one rare for the first time you complete it isn’t enough. However I guess the fact that giving low levels too much gold in the beginning of the game could be bad for the economy? I don’t know. Therefore:
AC Story: 1.2g, Not difficult, but quite long.
CM Story: 1g, Already quite rewarding considering it’s basically a champ train.
TA Story: 75s, Possibly the easiest/fastest storymode.
SE Story: 1.7g An insanely long and quite difficult dungeon.
CoF Story: If certain cutscenes are made skippable, 1g, if not, 1.2g.
HotW Story: 1.5G Very difficult dungeon
CoE story: Not very familiar with this so I won’t judge.
Arah Story: 1.7g, Ridiculously long, a competitor with SE Story
My hope is that rewards adjustments could get more people playing more paths with very little developer time required.
I’ll try to keep this updated with a consensus from the thread if people have other numbers to suggest. To start, here are some not entirely random ideas:
- AC: No change
- CM: No change
- TA: Aetherpath 3.5g, nightmare court paths no change
- SE: P2 1.5g
- CoF: P3 1.5g
- HotW: All paths 1.5g
- CoE: No change
- Arah: p3 2g, p4 5g
Fractals:
- Increase coin reward to 10s per reward level.
- 31+: Stop dropping uninfused rings.
- 41-50: Increase fractal weapon drop rate so it’s the same as in 31-40. Do not decrease ascended weapon and armor drop rates.
I would also like to see Fractal Levals 20+ stop dropping Empyreal Fragments, or at least a guaranteed ascended drop.
Maybe:
1-10: Emp fragments and PFR
11-19: Emp fragments and RNG ascended ring and PFR
20-29: Ascended ring (guaranteed), rng infused ring, PFR, rng skin, rng armor, rng weapon
30-39: Infused ring (guaranteed), rng armor (higer chance), rng skin (higher chance), rng weapon (higher chance)
40-50: Infused ring (guaranteed), rng armor, skin, ring (much higher chance)
Or, like others have suggested, give us a way to purchase weapon skins w/ PFR and mystic forge our useless rings.
My hope is that rewards adjustments could get more people playing more paths with very little developer time required.
I’ll try to keep this updated with a consensus from the thread if people have other numbers to suggest. To start, here are some not entirely random ideas:
- AC: No change
- CM: No change
- TA: Aetherpath 3.5g, nightmare court paths no change
- SE: P2 1.5g
- CoF: P3 1.5g
- HotW: All paths 1.5g
- CoE: No change
- Arah: p3 2g, p4 5g
Fractals:
- Increase coin reward to 10s per reward level.
- 31+: Stop dropping uninfused rings.
- 41-50: Increase fractal weapon drop rate so it’s the same as in 31-40. Do not decrease ascended weapon and armor drop rates.
I would also like to see Fractal Levals 20+ stop dropping Empyreal Fragments, or at least a guaranteed ascended drop.
Maybe:
1-10: Emp fragments and PFR
11-19: Emp fragments and RNG ascended ring and PFR
20-29: Ascended ring (guaranteed), rng infused ring, PFR, rng skin, rng armor, rng weapon
30-39: Infused ring (guaranteed), rng armor (higer chance), rng skin (higher chance), rng weapon (higher chance)
40-50: Infused ring (guaranteed), rng armor, skin, ring (much higher chance)Or, like others have suggested, give us a way to purchase weapon skins w/ PFR and mystic forge our useless rings.
Or… Dragonite? ohh how nice it would be to get that stuff outside of the terribly boring places.
The more gold the better…
I vote for more !
The more gold the better…
I vote for more !
I was going to say, dungeons are already one of the more rewarding places in the game (they are also the largest gold faucets). If we just point to places where we think we should get more and ignore places that are over-generous then it’s more an act of selfishness than rebalancing.
I’d like to suggest that additional daily rewards be provided for “Vanquishing” a dungeon.
Similar to GW1 map vanquishing, if you complete a dungeon path and kill every single enemy in the path you should receive a gold and token bonus. If you manage to Vanquish every path in a dungeon during a daily reset period, you should also get a “Dungeon Vanquished” bonus chest on top of your individual path vanquishing rewards.
Content Marketing Lead
To those who have participated: thanks with sticking with this process so far. I know that we lost a few folks along the way, but I understand why.
As I mentioned here, I will be locking these threads and will be putting them together to send over to the devleopers for feedback.
Ideally, I will be highlighting one post per thread—one which succinctly compiles all the feedback. This is what I will be looking for. If I don’t find that, I will do my best to capture the feedback from each thread overall.
Here is what is stickied:
Thank you, all.
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