When you get to the endgame stages of Guild Wars 2 you very quickly find yourself doing the same things over and over again. Whether you’re grinding in the Silverwastes or doing Fractals every day or lining up to fight Teq after every reset, it very quickly seems monotonous. You realize that the most efficient way to play the game at the high end is to follow a very specific pattern of content where you chase a specific set of events and enemies that are known to drop valuable loot.
This wastes one of the biggest strengths of the game: The fact that by its core design none of its content should ever become entirely meaningless to you. You can go into a level 15 zone on your level 80 character and do some events, get a decent baseline of loot and not horribly upset the balance of the game for other people who are there. That’s something that is quite unique in MMOs, and easily one of the best parts of GW2.
Yet somehow the loot scheme for endgame rewards is built in such a way that discourages playing the game like that. Retreading old areas, participating in whatever events you happen upon, and actually sticking around any individual region is not at all rewarded. Instead you need to hop all around the map with an itinerary of events with the best loot chances.
The fact that people know exactly which monster has a chance to drop a certain precursor doesn’t add up to making anyone really happy when it drops, it just leads to a lot of frustration from players when it doesn’t drop for them in hundreds of attempts. After all, people are there with the specific expectation of getting that item, and RNG is only working to meet or disappoint that expectation. At no point does the randomness of it create a pleasant surprise.
If the drop was truly random, and you could get anything from any monster anywhere provided you have enough magic find and a high enough level it would be an entirely different story. People would be able to do whatever content they actually enjoy. Since there is no one single roll for the item you want you don’t ever get the frustration of expecting it and not getting it. Instead you get the thrill of finding something that you weren’t expecting at all.
Get people back out in the world and simply adventuring and discovering. It’s alright if doing certain harder pieces of content still yields the most chances to get endgame drops. However, people should be free to depart from a rigorous schedule of hitting one predetermined event after the next without seeing the bottom drop out of their chances of ever getting anything worthwhile.
Give people the freedom to really explore and experience the world back. If you see an event you shouldn’t simply run off if it isn’t on the list of events that drop awesome items, you should be able to go into it and have the time you spend there be worth it all the same. The fact that GW2 doesn’t have content obsolescence built into its core game is one of the biggest strengths of this game. Please don’t take that strength away by having only certain content give a chance of top notch rewards.
(edited by Aetrion.8295)