Awesome rewards...not so great
Your text is really hard to read. You shouldn’t write the same way as you think. Other people won’t understand you.
About the points that I could decipher from your post:
- Dungeon Armors actually have the benefit that you can work towards a goal and get good equipment without relying on luck. Or buying stuff off the tp.
- About the measly rewards: Anything in this game can be turned into coin. And that coin barely gets spent on anything because currently there is nothing to spend it on. As long as there are no items that people want to spend gold on, the gold just keeps on piling.
+1 to OP, Welcome to GrindWars2
Some goals you may like:
Ascended weapons and armour.
Obviously you can grind for dungeon skins
Legendary weapons
Things you can do with greens
Salvage for luck (magic find makes a difference)
Throw sets of four into the mystic forge. Especially throw in four great swords at a time, or four staves at a time, these seek for more as rares. Cheaper rares can be salvaged for ectoplasm.
I don’t really understand what you’re trying to say or what, specifically, the problem is.
The problem is you’re approaching Guild Wars 2 from other games where the point of the game is to have higher stats. In Guild Wars 2 stats were always supposed to be relatively equal.
When ascended gear was introduced there was a huge backlash against it, because the playerbase, at least the most vocal portions, didn’t want higher stats. This game was sold to us based on the idea that max level gear would be easy to get.
Instead this game is about the skins, not the stats. That’s what differentiates characters from each other. For some types of players this isn’t sufficient. For some of us, it’s Nirvana. I don’t want to be a coatrack for greatness. My skill shouldn’t come from arbitrary numbers. It should come from my ability to actually play the game.
Your mileage may vary.
The rewards are fine and there are a lot of items to set as goals to attain.
I’d suggest you read up as yes, most don’t drop from trash mobs.
Personally I very much miss having a goal for doing a particular “area” of the game, for instance spawning a rare named that has a loot table with 1 very rare drop that would complement an armor set, as opposed to doing a very boring dungeon just to open another PVP track.
I recommend just switching to PVP. You get more obvious reward tracks, the competition is intense, and it’s just more fun than MMO PVE circa 2015. Sure, you can grind out some ascended or legendary nonsense, but the second you finish spending that 1000+ gold and breaking your wrists, someone will get 2 drops from a chest beside you and be wearing the same skin. Two days later, someone else will buy it on sale for 200 gems.
It’s a laughable system for those of us who cut our teeth on the MMO systems of 1999-2004, or those of us who want challenge and competition, but the 29 of us left don’t buy enough from game stores to count. =P
I already have ascended .Now I just wander around kill some mobs for some claws/organs or green items and don’t have an specific goal.
For me will be better if the system be like this : Do “that” to get “this” ( even if is super hard ) .Not do “that” and maybe maybe you get a piece that need to be combined with other parts (that are also random loot) to create “that”
This is my personal opinion and if you fell offended please just ignore my post . Thank you!
The biggest problem with the event is I think the lack of gold or loot drops from mobs and event completion because there’s nothing there to stabilize your wallet after all that waypointing. It typically takes three events to cover a local waypoint (lower level zones however require much more than that since they give less copper) whereas one level 80 green drop being vendored (or salvaged if fabric based) covers one local waypoint.
It’s a huge net loss of gold off just waypointing alone and waypointing is necessary for optimal event tagging.
“It’s a laughable system for those of us who cut our teeth on the MMO systems of 1999-2004, or those of us who want challenge and competition, but the 29 of us left don’t buy enough from game stores to count. =P”
Challenge is good but it needs to be fair. Randomly getting knocked off a platform and instantly dying without warning is not fair. More attacks and CC than I have dodges isn’t fair. Pressing a button to activate a self-heal and getting down despite pressing the button isn’t fair. Stealthing yet staying in combat so I can’t waypoint isn’t fair. Dodging an attack only to land in a trailing damage field isn’t fair.
Monsters have abilities that players don’t have access to and the ones that matter have so much cheapness, like perma-stability or even outright invincibility sometimes. Sometimes stuff runs away regenerating health, that isn’t fair I’m hitting them because I want to kill them. If I’m running away not wanting to fight however I don’t get that regeneration if I’m still being hit. If I wanted you to regenerate health I wouldn’t be applying poison, bleed, burn, or some other status effect.
I already have ascended .Now I just wander around kill some mobs for some claws/organs or green items and don’t have an specific goal.
For me will be better if the system be like this : Do “that” to get “this” ( even if is super hard ) .Not do “that” and maybe maybe you get a piece that need to be combined with other parts (that are also random loot) to create “that”
This is my personal opinion and if you fell offended please just ignore my post . Thank you!
Besides this new kinda “did not went as intended” event with its awkward reward tiers, there are some rather new areas already in the game that give you that very clear distinct option to strive/collect towards a certain shiny item goal in a very clearly laid out manner, and yes it includes killing some cool boss mobs too, also some fun zerging.
Try look up the details for the reward systems of the zones “Dry Top” and “The Silverwastes”. You can go there do various events, get phat loots and collect some nice and unique weapons and armour skins and also a few rare item-stats-crafting recipes like the sinister stat set.
And yes sure there is always the “get all dungeon armour/weapons-skins” collection game.
Also if you really are into gearing up, try the fractals, that part has a special “agony resist” stat that is only present in fractals and has some kind of pretty long slow upgrading potential for those that are just into that.
There are also rare item skins available in there. So maybe give it a try.
I already have ascended .Now I just wander around kill some mobs for some claws/organs or green items and don’t have an specific goal.
For me will be better if the system be like this : Do “that” to get “this” ( even if is super hard ) .Not do “that” and maybe maybe you get a piece that need to be combined with other parts (that are also random loot) to create “that”
This is my personal opinion and if you fell offended please just ignore my post . Thank you!
Your issue is that no matter how hard or time consuming something is you will finish it and be back where you started. MMO devs learned that they can’t please those people who always want moar nao!
Rewards have never been what attracts me to a game, but unobtainable rewards (Either via time, friend requirements or other) do put me off games, and I am far from alone.
Yvi.5762
I don’t want more .The game is ok right now ! (beside the expansion is coming ) I just want some more clear rewards system (example : if I’m full ascended and I go make fractals or teq at the end I will recive a specific kind of item that if I collect enuf I will get that specific armor or weapon skin not some chest with low chance for an drop
Thank you all for replays and opinions !
Yvi.5762
I don’t want more .The game is ok right now ! (beside the expansion is coming ) I just want some more clear rewards system (example : if I’m full ascended and I go make fractals or teq at the end I will recive a specific kind of item that if I collect enuf I will get that specific armor or weapon skin not some chest with low chance for an dropThank you all for replays and opinions !
I get you. All for removing the random but i am not sure the game has enough to want that giving an obvious path wouldn’t result in people getting things too fast, random keeps people playing.
Yvi.5762
I must admit you are right!
Maybe a mixture betwin random and specific rewards. Dry top and SW was good . Thank you
The rewards are fine and there are a lot of items to set as goals to attain.
I’d suggest you read up as yes, most don’t drop from trash mobs.
Really? What are those?
Because this is Grind wars 2 or Fashion wars 2.