In light of some new info by a kind player to post his findings
> https://forum-en.gw2archive.eu/forum/game/gw2/I-just-opened-13985-bags/page/2#post4757493 > Osteg.8915
I wanted to talk about something.
Champ bags, game rewards and what makes a reward balance or not balanced for gw2
Champion Loot bags IMO are extremely well balanced (atm) they will always be nerfed and buff slightly depending on events, game changes etc… when ever there is a change champ bags might go through 1-3 nerfs/buff depending on how the changes effects the game, we are seeing champ bags get nerf a few times, but just b.c something came out really rewarding doesnt make it OK for the game. Anet didnt know how players would repawn and they adjusted the loot to fit it accordingly.
Why do I feel Champ Loot is well balanced?
- Champs are everyone! – every map (but starters) have many champs, Dungeons have many champs. You can farm 60+ champ bags an hour easily.
- They give many items – blues, greens, rares, exotics, coin Ascended mats and Skill Points.
- They are easy to kill – Champions are harder mobs, but still kinda easy to deal with, a group of 1-3 newer players could take down a champ in a minute or 2, where veteran players are able to kill in 30sec to 1 minute, then you have very skilled players that can take some down in 10sec.
- Reward = Content – Champs are easy to kill “mostly” when looking at normal mobs, elites or vets in comparison the look is a nice step up instead of 1-2 items dropping and are rarely something worth wild, champ bags always have at least something of worth in them (this is comparing to none champ mobs). A couple blues/greens with a mat and some coin is very nice when you look at how easy/fast/scale of the mob.
- There is no Quick Rich Scheme – Champs arnt get rich quick like many players want them to be, the truth is, they are everywhere and easily farm-able, MMO games like wow and gw2 cant be compared to games of Diablo, wow/gw2 are meant to be play for a long time, meant to put you into the world and make you feel like your a part of the world, Hack and slash are more so for fast play fun games.
Now lets look at other parts of the game
Dungeons - The money marker of the game
The average pug dungeons can be from 7-15minutes, dungeon running groups can be from 5-10minute, this is dependent on what dungeon you run, AC compare to SE or CoE will vary in time.
Dungeons give mostly 1g – 1.5g with a bonus of 26s. if we say the average run is 8min.
If your doing average runs of 8min (none dungeon expert runners, mostly LFG ones) and you need about 2minutes of breaks between 1 dungeon to another (20-30sec between 2 paths and then another 20-30sec to zone to other dungeon and find a group, yes Im being very generous on times) Your looking at 10minutes. That is 10-11g per hours
Dungeons also have champion bags in them normally 3-4, some a couple paths have 5. So that is another 2g in champ bags per hour (not talking about getting lucky with a 1-2g drop out of bags, just common items). over all a 12-13g per hour in dungeons
- The difference with Dungeons and Champ farming/SW farming is that You can only get good rewards once per path per day
- If you do 3-4 hrs of dungeon, thats all normal LFG paths (AC123, TA u/f, SE1/3, CoF 1/2, Hotw 1, Arah 3 and maybe CM) you run out of that amazing money making gold.
- SW farm at 7g per hour for 5 hours – 35g
- Dungeons at 12g per hr for 3 hrs – 36g
- then dungeon for 2 hours more at 2g per hour (just repeating done dungeons not farming champ bags but completing the dungeon) – 4g
Your only making 5g a day more than SW farming (If you doing LFG and not a set dungeon team trying to go as fast as can).
In comparison SW is almost equal to Dungeons for gold per hour at a more casual Play, and Dungeons are consider one of the best farming methods atm.
If your a Full casual and do slow dungeons then SW farm would be better for you