Concerns with Champ Bags

Concerns with Champ Bags

in Guild Wars 2 Discussion

Posted by: Tsula.5091

Tsula.5091

What is the thought process behind champion bags?
I understand the need to make champs viable for the time to kill them, if they are fought as intended with a decent sized group. As it stands the difficulty of these don’t scale anywhere near what it should be for the amount of players hunting together. The only champ done right-ish is the way the centaur in the pavilion works, there’s risk and reward there and requires players to push more then 1 button to succeed.

Which raises the question, why are activities like dungeons or jumping puzzles that require some form of skill and/or coordination to complete nowhere near as lucrative? The risk to our play time in those activities is much higher then farming champs in a zerg is. Isn’t what all these quality of life changes are for, to make what we decide to do lucrative enough to be worth doing? As it stands risk vs reward is completely backwards with easiest being better paid then hardest.

I have wants like any player and will use my time efficiently enough to achieve the goals I set for myself. When an update like this comes around and makes the majority of enjoyable activities not worth the time. Why should we do anything but the things that reward us the most for our time investment making doing anything else pointless? Don’t use the “do it for fun” excuse, first couple of times it may be fun but the inherent repetition is not. Fun comes from when we achieve the goals we set, like getting the weapon skin you want or new armour set, not the 50th time doing said activity.

Not only has this change affected us on an individual level, but as a community as well. The world feels empty with everyone being pigeon hold doing specific champ runs in various zones. Players not following this form of play are left wondering alone seeing the once in awhile passer-by. Not only that, it has brought out how sour of a community we can be. People yelling at others for not following the order of champ killing or those wanting to succeed events vs those who care nothing about other then how fat they can make their wallet.

Final thought on all this is, champ bags have brought more bad then good to the game and should be looked at and adjusted for the good and longevity of the game, agreed?

Concerns with Champ Bags

in Guild Wars 2 Discussion

Posted by: Nike.2631

Nike.2631

Disagree completely.

The game already had blatant most efficient paths to wealth/anything that can possibly appear on the TP. Champ bags did a great job of opening up good courses of action to players that don’t feel like massing up for dungeons or playing the TP all day.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Concerns with Champ Bags

in Guild Wars 2 Discussion

Posted by: mrstealth.6701

mrstealth.6701

Zerg farming bosses is definitely easier than organizing a successful dungeon run or playing the TP, but I don’t think it’s good at all. It’s just following the mindless zerg around in another boring, repetitive task.

It’s also creating a very toxic situation between the farming zerg and anyone not involved in their farming pattern. We don’t need people raging at others for killing a champ they happened to wander by or completing an event.

The intentions where good, the added rewards to the open world/champs were needed, but way it’s implemented and the way the community acts because of it is doing more harm than good.

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