Correct me if I’m wrong, but this is how the Diminished Returns system is made right now.
The Diminished Returns system penalizes how much money/exp and how many tokens you earn in a dungeon run.
The penalties go
1. 3/4s the normal reward
2. 1/2 the normal reward
3. 1/4 the normal reward
…
1/10 the normal reward
There are two ways to get penalized.
1. Doing the same run in a dungeon repeatedly.
2. Doing different runs in the same dungeon too quickly.
I am not sure if these stack with eachother at all or how they stack, as I have not tested that.
Now I completely agree with what this system is trying to accomplish.
I do agree that if someone runs CoF Magg’s path multiple times, they should not get as much of a reward for it.
The thing I have a problem with is the 2nd way to be penalized.
If I spend the extra effort to get good at multiple paths in the same dungeon, I should not be penalized as heavily as I do now.
I like to run AC explorable. Its fun, I run it a lot with a friend and whoever else we can pick up along the way.
The problem that I have is that you get penalized for being too good at AC explorable. Even though we are constantly switching what path we do.
The problem that I have is I am penalized for clearing the dungeon too fast. Its not like we are clearing the dungeon in 15 minutes or anything crazy fast like that.
We are doing nice 30 minute clears of each path. Averages are 25 min path 2, 30 min path 3, and 40 min path 1. Add 3 minutes average between each path for selling/bio/replacing members.
But because we complete multiple runs within an hour of eachother, we get penalized heavily.
It is quite annoying to run path 2, get 60 tokens, then go to path 3 and get 45. Its even worse after running a path and getting a mere 2 tokens for my efforts.
Oh, and I didn’t mention this when I was describing how the system works, but its not like how you imagine a system like this would work where it tries to balance the reward you get with your clearing speed, it just plain penalizes you untill you don’t want to run the dungeon anymore.
It would be OK if you got 3/4s the reward after doing 2 runs within the hour, but if you stay at a pace of 2 different runs per hour, then the rewards should stay at 3/4s the value, not rapidly decrease into nothingness.
It seems like the only way to efficiently run dungeons is to be a casual player that logs on, runs 1 or two dungeons, and then calls it a day.
The thing is, I don’t want to be a casual player.
I love catacombs explorable. I love the dungeon, I love the rewards. I play GW2 a lot during my day and I want to spend the majority of that time running Catacombs Explorable.
Why am I being penalized so much for being a hardcore player?
Sorry for ranting so much, but this diminished rewards system needs to be reworked into something better really badly. It penalizes hardcore play way too much.