Drop System Issues

Drop System Issues

in Guild Wars 2 Discussion

Posted by: Bri.8354

Bri.8354

The current drop system is based entirely around damaging individual monsters which causes various problems.

Such a system pushes players away from certain builds and classes, even if they would be more effective for the dungeon or event. If I wanted to use spirits to support nearby players on my ranger for example, I’d get fewer drops than if I used traps. Certain classes also get far more AoE than others giving them a huge advantage when it comes to drops, such as a necromancer with wells and marks giving him 7 place-able AoE.

It also rewards selfish actions. Instead of focusing on taking out enemies in the most efficient way or supporting your team, this system encourages players to tag as many enemies as possible, even if this means running in the middle of a hoard of enemies and risking your life just to get the drops (I see this happening a lot in places like the dredge fractal).

The drop system needs to be modified for group play to get rid of these issues. My suggestion is that while you are in a party you get drops from any enemy a party member “tags”, although there are a few potential exploits that come with this that would need to be addressed.