T6 Mats for Dungeon Rewards
Which T6 mats are you referring to? Aside from leather and cloth, all the others are directly farmable and/or have multiple ways to acquire them such as laurels or map rewards.
As scarce as T6 mats are I usually find myself needing many, many times more T5 mats than T6 mats. I wouldn’t be opposed to increasing dungeon rewards, but first I really just want to see dungeons changed. Remove 33-66% of the trash mobs in each patch and make the rest of them unskippable. This makes dungeons shorter for PUGs, makes them longer for organized groups that skip content, but mostly it goes a long way towards normalizing the time needed to complete a dungeon, which means ANet can adjust the rewards more fairly. Because right now they aren’t balanced that great, a speedrunning group is getting those tokens and gold in ~2-3 minutes on most paths, whereas an unorganized group can take up to 20 minutes or longer if they are really bad. Its hard to find a reward level that is appropriate for both extremes imo
Yeah T6 are much easier to get now and the TP prices have halved since I last made a legendary last year.
- Open world drops in the LS3 maps are pretty good for T6 mats
- Map rewards make farming so much easier
- You can convert 1 laurel to 3 random t6 mats (not lodestones though)
- The item you get at the end of HoT can generate lodestones and other t6 mats daily
Adding them in as dungeon rewards might work, or it might trivialise their gain and crash their prices even further (which is good or bad depending on your perspective I guess).
As scarce as T6 mats are I usually find myself needing many, many times more T5 mats than T6 mats. I wouldn’t be opposed to increasing dungeon rewards, but first I really just want to see dungeons changed. Remove 33-66% of the trash mobs in each patch and make the rest of them unskippable. This makes dungeons shorter for PUGs, makes them longer for organized groups that skip content, but mostly it goes a long way towards normalizing the time needed to complete a dungeon, which means ANet can adjust the rewards more fairly. Because right now they aren’t balanced that great, a speedrunning group is getting those tokens and gold in ~2-3 minutes on most paths, whereas an unorganized group can take up to 20 minutes or longer if they are really bad. Its hard to find a reward level that is appropriate for both extremes imo
It’s not 2-3 minutes on most paths. The ones that can clear the very few that can be completed that quickly are highly skilled and coordinated groups which are beyond what you’d encounter in most pugs and non-pug groups. Dungeons shouldn’t be balanced around groups that play terrible otherwise you just remove whatever challenge is left and we’re stuck with even more boring dungeons.
As scarce as T6 mats are I usually find myself needing many, many times more T5 mats than T6 mats. I wouldn’t be opposed to increasing dungeon rewards, but first I really just want to see dungeons changed. Remove 33-66% of the trash mobs in each patch and make the rest of them unskippable. This makes dungeons shorter for PUGs, makes them longer for organized groups that skip content, but mostly it goes a long way towards normalizing the time needed to complete a dungeon, which means ANet can adjust the rewards more fairly. Because right now they aren’t balanced that great, a speedrunning group is getting those tokens and gold in ~2-3 minutes on most paths, whereas an unorganized group can take up to 20 minutes or longer if they are really bad. Its hard to find a reward level that is appropriate for both extremes imo
It’s not 2-3 minutes on most paths. The ones that can clear the very few that can be completed that quickly are highly skilled and coordinated groups which are beyond what you’d encounter in most pugs and non-pug groups. Dungeons shouldn’t be balanced around groups that play terrible otherwise you just remove whatever challenge is left and we’re stuck with even more boring dungeons.
I wasn’t calling for dungeons to be rebalanced, just for the time to complete them to be normalized between all groups. The reason that a lot of PUGs think that dungeon rewards are crap is precisely because of how long it takes them to do a dungeon, and for their time investment the rewards are truly pretty kittening terrible. I don’t think the solution is to increase rewards, but rather just to remove some trash mobs, make the rest unskippable and then just leave dungeons like that.
You are correct on the time, I underestimated it due to the quickness of Caudecuss’ manor clears. But still most dungeon paths can be cleared in under 10 minutes, and a good portion of them are under 7 minutes.
As scarce as T6 mats are I usually find myself needing many, many times more T5 mats than T6 mats. I wouldn’t be opposed to increasing dungeon rewards, but first I really just want to see dungeons changed. Remove 33-66% of the trash mobs in each patch and make the rest of them unskippable. This makes dungeons shorter for PUGs, makes them longer for organized groups that skip content, but mostly it goes a long way towards normalizing the time needed to complete a dungeon, which means ANet can adjust the rewards more fairly. Because right now they aren’t balanced that great, a speedrunning group is getting those tokens and gold in ~2-3 minutes on most paths, whereas an unorganized group can take up to 20 minutes or longer if they are really bad. Its hard to find a reward level that is appropriate for both extremes imo
It’s not 2-3 minutes on most paths. The ones that can clear the very few that can be completed that quickly are highly skilled and coordinated groups which are beyond what you’d encounter in most pugs and non-pug groups. Dungeons shouldn’t be balanced around groups that play terrible otherwise you just remove whatever challenge is left and we’re stuck with even more boring dungeons.
I wasn’t calling for dungeons to be rebalanced, just for the time to complete them to be normalized between all groups. The reason that a lot of PUGs think that dungeon rewards are crap is precisely because of how long it takes them to do a dungeon, and for their time investment the rewards are truly pretty kittening terrible. I don’t think the solution is to increase rewards, but rather just to remove some trash mobs, make the rest unskippable and then just leave dungeons like that.
You are correct on the time, I underestimated it due to the quickness of Caudecuss’ manor clears. But still most dungeon paths can be cleared in under 10 minutes, and a good portion of them are under 7 minutes.
You can’t normalize time between organized speed run groups and PUGs. The latter group will always on average take longer than the former.
You reduce the trash mobs and instead of two skills being used to bypass the mobs, you good down to one and have another DPS move and kill things faster.
Yeah T6 are much easier to get now and the TP prices have halved since I last made a legendary last year.
- Open world drops in the LS3 maps are pretty good for T6 mats
- Map rewards make farming so much easier
- You can convert 1 laurel to 3 random t6 mats (not lodestones though)
- The item you get at the end of HoT can generate lodestones and other t6 mats dailyAdding them in as dungeon rewards might work, or it might trivialise their gain and crash their prices even further (which is good or bad depending on your perspective I guess).
Are you talking about:
https://wiki.guildwars2.com/wiki/Ley-Energy_Matter_Converter
?
Yeah T6 are much easier to get now and the TP prices have halved since I last made a legendary last year.
- Open world drops in the LS3 maps are pretty good for T6 mats
- Map rewards make farming so much easier
- You can convert 1 laurel to 3 random t6 mats (not lodestones though)
- The item you get at the end of HoT can generate lodestones and other t6 mats dailyAdding them in as dungeon rewards might work, or it might trivialise their gain and crash their prices even further (which is good or bad depending on your perspective I guess).
Are you talking about:
https://wiki.guildwars2.com/wiki/Ley-Energy_Matter_Converter
?
Yep. You’re able to get those from that but not consistently.
Yeah T6 are much easier to get now and the TP prices have halved since I last made a legendary last year.
- Open world drops in the LS3 maps are pretty good for T6 mats
- Map rewards make farming so much easier
- You can convert 1 laurel to 3 random t6 mats (not lodestones though)
- The item you get at the end of HoT can generate lodestones and other t6 mats dailyAdding them in as dungeon rewards might work, or it might trivialise their gain and crash their prices even further (which is good or bad depending on your perspective I guess).
Are you talking about:
https://wiki.guildwars2.com/wiki/Ley-Energy_Matter_Converter
?
Yes, although I mis-remembered how you obtain the item. It’s not guaranteed or a major source, but trophy bags and heavy crafting bags do appear fairly regularly.
As scarce as T6 mats are I usually find myself needing many, many times more T5 mats than T6 mats. I wouldn’t be opposed to increasing dungeon rewards, but first I really just want to see dungeons changed. Remove 33-66% of the trash mobs in each patch and make the rest of them unskippable. This makes dungeons shorter for PUGs, makes them longer for organized groups that skip content, but mostly it goes a long way towards normalizing the time needed to complete a dungeon, which means ANet can adjust the rewards more fairly. Because right now they aren’t balanced that great, a speedrunning group is getting those tokens and gold in ~2-3 minutes on most paths, whereas an unorganized group can take up to 20 minutes or longer if they are really bad. Its hard to find a reward level that is appropriate for both extremes imo
It’s not 2-3 minutes on most paths. The ones that can clear the very few that can be completed that quickly are highly skilled and coordinated groups which are beyond what you’d encounter in most pugs and non-pug groups. Dungeons shouldn’t be balanced around groups that play terrible otherwise you just remove whatever challenge is left and we’re stuck with even more boring dungeons.
If you are taking 20 mins for anything but arah, you have no idea what you are doing. Even arah only takes 15-25 mins when people know how to do the path.
I run every dungeon path, and on average 8-10 paths a day. The only reason a run would ever go over 20 mins is people not having a clue what they are doing. And I haven’t had a pug that was that clueless in weeks. The average run time is about 8-10mins, and 5-6 on ones like SE P1.
But of course if you are constantly running with sub 80’s, it would slow you down.
Yeah T6 are much easier to get now and the TP prices have halved since I last made a legendary last year.
- Open world drops in the LS3 maps are pretty good for T6 mats
- Map rewards make farming so much easier
- You can convert 1 laurel to 3 random t6 mats (not lodestones though)
- The item you get at the end of HoT can generate lodestones and other t6 mats dailyAdding them in as dungeon rewards might work, or it might trivialise their gain and crash their prices even further (which is good or bad depending on your perspective I guess).
Are you talking about:
https://wiki.guildwars2.com/wiki/Ley-Energy_Matter_Converter
?Yes, although I mis-remembered how you obtain the item. It’s not guaranteed or a major source, but trophy bags and heavy crafting bags do appear fairly regularly.
You must be one lucky goose; I get heavy bags twice a month, tops. :P