I hate it but there is no escaping it. HoT is not really going to change anything, I mean more professions may become viable but as zerkers only so what difference does it make? However something occured to me the last time I did CM. I played an Elementalist and as you probably guessed my team used the Thief’s invisibility to skip lots of mobs. My thoughts on that was “this is so cheap” but then I’m thinking I’m here for the end reward anyway and I want to get it as fast as possible myself.
So yeah I guess skipping is the right idea as why would I want to waste time fighting mobs if there is no additional reward for it?
And then it hit me that’s exactly what dungeon’s are missing.
What I mean by that is adding additional rewards for not being cheap.
How would that work? The additional rewards would only apply to the daily chest and they would be awarded in a similar way to how Dry Top meta event works.
There would be a performance bar the team can fill by performing normal and additional tasks. There would be a certain number of tiers, for reaching a certain tier the daily chest will give a double reward, an even higher would grant triple and reaching the max tier a quadruple reward.
But there would also be penalty’s for things like dying.
So how would that work as a point system:
- killing normal mobs would be worth 1 point each
- veterans would be 5 points
- elites 10
- champions 30
- legendary 50
- epic 100
While penalty’s would work like this:
- each player getting downed is -10 points
- each player death -100
- a full wipe -1000
So now as an example I’ll use AC:
Remember all those champion gravelings, cave trolls and the graveling mound no one ever destroys at the start? All these things could be used to get additional rewards at the end. Also all the boss fights that cannot be avoided could give additional points for things like time. Like when you fight the Spider Queen there will be a timer added to this event and if she is killed before it runs out she will award double points.
Fractals however could get a slightly different mechanic. There would only be like 2 tiers to reach in each fractal and the daily reward would depend on the average performance in each fractal. So if the party manages to reach tier 2 in all 4 fractals the reward will not only be quadruple but also the possible bonus will no longer be just “possible” but guaranteed and there would be an option to select it i. e. get to choose which ring, fractal skin, ascended weapon/armour chest you want.
The tiers in fractals would work like this T0 would be normal, T1 good and T2 excellent. 2 T1 performances would count as 1 T2, so if the team does 2 fractals with a T2 and the other 2 with T1 the daily reward would count it as 3 T2 performances.
And the system would be rounded down so if the team does 3 T1 and a T0 then the final score would count as 1 T2.
A 3 T2 performance would make the the bonus also guaranteed but it would be random unlike with 4 T2. Of course the reward would also depend on the level of the fractal so at scale 1-10 there would only be additional relics and gold even with a 4 T2 performance.
So what does this have to do with the meta? Well the meta is really all about killing as fast and as little as possible i.e. minimum survival but max damage and skipping with invisibility.
But with this system survival will be more important, even more so as skipping will no longer be the best idea.
Yeah you can still do the usual but there will be more to gain for not being cheap.
And let’s be honest most of the players that do meta only have no skill at all but they get a free ride for having the right gear and class. Mostly no one cares if they die or not
but if dying becomes a problem the free ride will be over and berserker only will no longer be the best choice. Yeah there will be those that will be able to pull it off with the current meta but only those that have skill aside from the right gear and class.
Ok so probably most of the comments will be negative, so yeah bring on the hate if you really have to, I’m prepared for it.