Why is Risk vs Reward so Skewed?

Why is Risk vs Reward so Skewed?

in Fractals, Dungeons & Raids

Posted by: Calae.1738

Calae.1738

Citadel of Flame path 1 is much easier, faster and more rewarding than level 40+ fractals. Jumping into a world boss and being rewarded with rares is risk free. Literally risk free. I haven’t seen any of these events fail. Not once.

Why is this? I don’t understand the design philosophy. Could someone kindly explain this to me? It’s giving me a headache.

Why is Risk vs Reward so Skewed?

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Posted by: Darthaemos.6370

Darthaemos.6370

Citadel of Flame path 1 is much easier, faster and more rewarding than level 40+ fractals. Jumping into a world boss and being rewarded with rares is risk free. Literally risk free. I haven’t seen any of these events fail. Not once.

Why is this? I don’t understand the design philosophy. Could someone kindly explain this to me? It’s giving me a headache.

To appease the unskilled and unwashed masses. Simple as that.

Considering that very few people are capable of doing 30+ Fractals, they complained that it wasn’t fair that all of us Fractal enthusiasts were getting all the good loot. Remember many patches ago when we’d get about 6-8 rares AND 2-3 exotics for every 30+ run? Yeah, gone are those days. Now, only the easy content gets easier and more rewarding as ANET ninja nerfs all the hard content.

Birgitte / Graendhal / Aveandha
Death and Taxes [DnT] | http://www.dtguilds.com/

Why is Risk vs Reward so Skewed?

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Posted by: void.6705

void.6705

Citadel of Flame path 1 is much easier, faster and more rewarding than level 40+ fractals. Jumping into a world boss and being rewarded with rares is risk free. Literally risk free. I haven’t seen any of these events fail. Not once.

Why is this? I don’t understand the design philosophy. Could someone kindly explain this to me? It’s giving me a headache.

To appease the unskilled and unwashed masses. Simple as that.

Considering that very few people are capable of doing 30+ Fractals, they complained that it wasn’t fair that all of us Fractal enthusiasts were getting all the good loot. Remember many patches ago when we’d get about 6-8 rares AND 2-3 exotics for every 30+ run? Yeah, gone are those days. Now, only the easy content gets easier and more rewarding as ANET ninja nerfs all the hard content.

pretty much spot on, if you ask me

Why is Risk vs Reward so Skewed?

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Posted by: Dub.1273

Dub.1273

Just as if fractals were hard… lol

Dub | [rT]
#LoveArrows2013, never forget.

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Posted by: Bright.9160

Bright.9160

Just as if fractals were hard… lol

Harder than most dungeons, yet all dungeons still offer better rewards.

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu

Why is Risk vs Reward so Skewed?

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Posted by: LordByron.8369

LordByron.8369

lvl 40 fractals gives you the most rare skins in the game >.>
at least either i m being really lucky or they fixed skin drop rates.

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

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Posted by: Dub.1273

Dub.1273

I’d rather call fractals longer than harder.

Dub | [rT]
#LoveArrows2013, never forget.

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Posted by: Bright.9160

Bright.9160

I’d rather call fractals longer than harder.

There is a joke in here somewhere…

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu

Why is Risk vs Reward so Skewed?

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Posted by: Bright.9160

Bright.9160

lvl 40 fractals gives you the most rare skins in the game >.>
at least either i m being really lucky or they fixed skin drop rates.

Not really. For example, I can do a full CoE run with the guild in about 45 minutes. This typically yields around 200+ tokens. Trading these in for rare headpieces at 30 tokens/piece, that’s 6.66 rares per run, not counting rares I might get. Over the board, I average about 1.33 charged cores for a full run as well. Usually it’s like 3 in a single run and then none, but that’s irrelevant. Currently, charged cores are worth 1+ gold. So that’s an extra gold per run, which is around 5.55 ecto’s, or another 6 rares. So, in total, a full CoE run yields me the equivalent of around 12 rares, not even counting the money you get for completing it or rares that might drop. Whereas Fractals typically yields 3-4 rares if you’re lucky, and like no money at all for completing it.

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu

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Posted by: haviz.1340

haviz.1340

Whereas Fractals typically yields 3-4 rares if you’re lucky, and like no money at all for completing it.

What about bag of coins?

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Posted by: Bright.9160

Bright.9160

Whereas Fractals typically yields 3-4 rares if you’re lucky, and like no money at all for completing it.

What about bag of coins?

You typically get like 4-6 of those, which drops 2-4 silver. So woop-di-flipping-do, that’s 8-24 silver right there! Except, most dungeon bosses drop more than that if you have omnomberry bars up.

Not to mention you get those as well from Bag of Wondrous goods, you just get more of those in a full dungeon run (6-12) than in fractals.

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu

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Posted by: Player Character.9467

Player Character.9467

Whereas Fractals typically yields 3-4 rares if you’re lucky, and like no money at all for completing it.

What about bag of coins?

You mean the ones dungeons give too?

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Posted by: swiftpaw.6397

swiftpaw.6397

The truth in this post makes me sad

Grandmaster Forum Mind Brain
|-Swiftpaw Sharpclaw [DnT]-|

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Posted by: MakersMark.8420

MakersMark.8420

Yup I remember the FOTM nerf hammer coming down on loot. Mobs started dropping junk where before you actually had a decent chance at lodes/cores, etc. I’ve had 40+ runs with not a single rare. Sometimes I’d run with new people just to introduce them and it’d take several hours not getting quick fractals.

While players mostly akitten cof making 10x the reward. Only MMO (or heck game) I’ve EVER played where the most difficult content has the worst reward.

It’s like anet wants to reward you for being bad at the game?

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Posted by: Broadicea.8294

Broadicea.8294

Just in the past month, precursors have dropped:

-for a guy in my party during a CoF run (The Hunter from the CoF/1 acolyte chest)
-for a guildmate in Southsun Cove (The Hunter from an instigator chest)
-for a guildmate from the Mystic Forge (Howl on the 5th try)
-for my SO from the Mystic Forge (Howl on the 3rd try. Oh and she got Dawn from the finale event back in Lost Shores)

Now, I do have my Twilight so I can’t complain too much, but I only got it because I was able to grind the everloving kitten out of CoF/1 and buy Dusk straight up. So as far as running more challenging content, the game isn’t really giving me any incentive.

Retired. Too many casuals.

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Posted by: zerotwo.4731

zerotwo.4731

Sitting at lvl 4o fractal with over 500 runs and still no fractal skins…..I dont know why ppl say they are easy to get. Next to impossible for me. Nothing like spending 2 hours of gaming and not feeling rewarded for it. I dont wish it upon anyone.

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Posted by: Calae.1738

Calae.1738

Citadel of Flame path 1 is much easier, faster and more rewarding than level 40+ fractals. Jumping into a world boss and being rewarded with rares is risk free. Literally risk free. I haven’t seen any of these events fail. Not once.

Why is this? I don’t understand the design philosophy. Could someone kindly explain this to me? It’s giving me a headache.

To appease the unskilled and unwashed masses. Simple as that.

Considering that very few people are capable of doing 30+ Fractals, they complained that it wasn’t fair that all of us Fractal enthusiasts were getting all the good loot. Remember many patches ago when we’d get about 6-8 rares AND 2-3 exotics for every 30+ run? Yeah, gone are those days. Now, only the easy content gets easier and more rewarding as ANET ninja nerfs all the hard content.

Maybe they want us to quit the game. Hopefully Wildstar and TESO can deliver.

Why is Risk vs Reward so Skewed?

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Posted by: Phaedryn.3698

Phaedryn.3698

Citadel of Flame path 1 is much easier, faster and more rewarding than level 40+ fractals. Jumping into a world boss and being rewarded with rares is risk free. Literally risk free. I haven’t seen any of these events fail. Not once.

Why is this? I don’t understand the design philosophy. Could someone kindly explain this to me? It’s giving me a headache.

To appease the unskilled and unwashed masses. Simple as that.

Considering that very few people are capable of doing 30+ Fractals, they complained that it wasn’t fair that all of us Fractal enthusiasts were getting all the good loot. Remember many patches ago when we’d get about 6-8 rares AND 2-3 exotics for every 30+ run? Yeah, gone are those days. Now, only the easy content gets easier and more rewarding as ANET ninja nerfs all the hard content.

Really?? kitten , this might have even gotten me to do Fractals.

Why is Risk vs Reward so Skewed?

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Posted by: swiftpaw.6397

swiftpaw.6397

Citadel of Flame path 1 is much easier, faster and more rewarding than level 40+ fractals. Jumping into a world boss and being rewarded with rares is risk free. Literally risk free. I haven’t seen any of these events fail. Not once.

Why is this? I don’t understand the design philosophy. Could someone kindly explain this to me? It’s giving me a headache.

To appease the unskilled and unwashed masses. Simple as that.

Considering that very few people are capable of doing 30+ Fractals, they complained that it wasn’t fair that all of us Fractal enthusiasts were getting all the good loot. Remember many patches ago when we’d get about 6-8 rares AND 2-3 exotics for every 30+ run? Yeah, gone are those days. Now, only the easy content gets easier and more rewarding as ANET ninja nerfs all the hard content.

Really?? kitten , this might have even gotten me to do Fractals.

Yep, used to be an actual rewarding dungeon. Gone are those days though. -_-

Grandmaster Forum Mind Brain
|-Swiftpaw Sharpclaw [DnT]-|

Why is Risk vs Reward so Skewed?

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Posted by: Phaedryn.3698

Phaedryn.3698

Citadel of Flame path 1 is much easier, faster and more rewarding than level 40+ fractals. Jumping into a world boss and being rewarded with rares is risk free. Literally risk free. I haven’t seen any of these events fail. Not once.

Why is this? I don’t understand the design philosophy. Could someone kindly explain this to me? It’s giving me a headache.

To appease the unskilled and unwashed masses. Simple as that.

Considering that very few people are capable of doing 30+ Fractals, they complained that it wasn’t fair that all of us Fractal enthusiasts were getting all the good loot. Remember many patches ago when we’d get about 6-8 rares AND 2-3 exotics for every 30+ run? Yeah, gone are those days. Now, only the easy content gets easier and more rewarding as ANET ninja nerfs all the hard content.

Really?? kitten , this might have even gotten me to do Fractals.

Yep, used to be an actual rewarding dungeon. Gone are those days though. -_-

It’s sad actually. GW2 had so much potential, and it just gets kitten ed all away.

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Posted by: FourthVariety.5463

FourthVariety.5463

Risk – Reward is no longer a game philosophy of GW2.

Instead, loot is being used to create big player zergs in PvE. Those zergs probably serve the function of reaffirming the players of there being a lot of activity in the game. If a lot of players were happily farming instances, then there might be an impression of the game getting empty and player groups getting isolated from each other.

This is why we get guild missions to concentrate populations. It is why we get APIs optimizing easy farming routes.

For the moment this strategy might appease the players who are in it for the spectacle and easy loot. Then again, no other MMOs worth mentioning have been released in the last few months, meaning ArenaNet does not even have to bother.

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Posted by: Roman Legionary.6715

Roman Legionary.6715

Risk – Reward is no longer a game philosophy of GW2.

Instead, loot is being used to create big player zergs in PvE. Those zergs probably serve the function of reaffirming the players of there being a lot of activity in the game. If a lot of players were happily farming instances, then there might be an impression of the game getting empty and player groups getting isolated from each other.

This is why we get guild missions to concentrate populations. It is why we get APIs optimizing easy farming routes.

For the moment this strategy might appease the players who are in it for the spectacle and easy loot. Then again, no other MMOs worth mentioning have been released in the last few months, meaning ArenaNet does not even have to bother.

I am eagerly awaiting the arrival of eso.

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Posted by: skullcrusher.7849

skullcrusher.7849

totally agree. Risk vs reward is non existent in gw2.

I think dungeons like arah and high fotm should reward players with more coin and maybe a rare at the end to say " great run, you did well and survived the trecherous road laid infront of you "…

Lets face it, how many ppl can honestly kill lupi out of everyone playing? 1/3, maybe 1/2…

Shouldnt the better players get a slightly better reward for being , well, better?
Im sure in sports better players get rewarded bettter? Why is this different, pvp is an esport is it not, pve can be lumped into it also….

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Posted by: Calae.1738

Calae.1738

Shouldn’t the better players get a slightly better reward for being , well, better?
I’m sure in sports better players get rewarded better?

I don’t think it’s their intent to make easier content more rewarding that harder content. Arenanet have shown us how well they solve problems by incorporating knee jerk reaction techniques.

Just recently they implemented the ability to salvage 1 item into another item in order to solve 2 economic problems. While I can agree that the solution is simple yet elegant; I can’t help but think of how restricted they must be in terms of resources. No new gameplay element or mechanic was added. They just flipped a switch somewhere and added a few lines of code that allowed a player to convert 1 item into another.

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Posted by: Bright.9160

Bright.9160

The thing with the ecto —> crystalline dust thing though was that it was scheduled to be implemented in a future update regarding drops and rewards anyway. Due to the immense dust crisis they just decided to implement it sooner.

I’m just hoping that reward update is going to include dungeons and fractals as well…

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu