There are several things I feel like are holding Guild wars back in terms of PVE content. I am just coming back from a long break and feel the PvE still lacks endgame.
1)LS bosses/Worldboss trains
The mob mentality of living story and world boss fights has its place, however they are the highest gold/time ratio and seem to have the lowest player input/reward ratio (auto attack with a staff or be highest dps, same rewards). For me it comes down too “is the reward enough gold/time? if so farm, else do it once and move on”. Hardcore raiders enjoy a challenging boss which they feel rewarded in killing, and are rewarded for killing. I could use a lvl 80 with max gear or level up an alt and still feel like i am contributing the same to the group.
Since picking the game back up I have been trying to catch back up on what is happening in the game. I found a lot of the community of Ex wow raiders like myself had stopped at the launch of Living story. However I found the recent (2014) bosses and content a lot better in terms of PvE mechanics. Unlike before where the most challenging boss (lupi) was recycled for all 4 parts of arah. Aside from the clockwork dungeon boss, most of the bosses are available to anyone rules it out as endgame content.
Perhaps If these were (5/10/more) party instances like a dungeon, It would feel much more rewarding to those who do it. For example have the knights/scarlett fight be a 15 man dungeon where it lets you split 5/knight, and then 15 on scarlett. It would allow players to feel more involved in the fight rather than just a mess of players on a boss. There is little to no reward for the players who really skilled at PvE that a little gold cant match. For example the fractals lvl 50 rewards (seeing as the effort/time required to get there, the player would be better off if he spent it farming gold). The players get to the end and feel like their time has been wasted. If difficulty causes an issue with content being able to be completed by all players, there can be a difficulty scale such as “hard modes” or fractal difficultys.
2)Rewards for Difficulty
It seems like boss achievements are the main reward for being skilled at PvE mechanics. however being someone who put the game down for 6-8 months, I find myself a solid amount of achievement point behind those who didnt. Not that those players shouldn’t be rewarded for it, i just feel daily and monthly achievements weigh very heavily against the difficult ones that really are prestigeous. Sadly i don’t have much to offer in terms of fixes for this apart from a change in the scaling. it seemed quite reasonable at launch, however now coming back to GW2 i see achievement point values way higher than i thought possible. Any thoughts on how you feel the fixed/daily/monthly achievement ratios are?
I have found a lot of discussion online about the availablity of the endgame items. For example other games have had the difficult and challenging bosses, and those bosses exclusivity reward players with the best items. However the “big ticket items” (I.E. Prerequisite exotics, ascended gear, even legendary themselves) mainly rely on gold. As for making gold, drops off mobs through out the world regardless of difficulty, seem to provide similar if not seemingly unbalanced rewards (meaning spending X hours in difficult content usually rewards a lot less than X hours in easy content). Thus a lot of players complain about RNG in the game. I dont feel the use of RNG has anything wrong. you may never see the precursor drop, that’s a reality of having it rare and changing it throws off the mechanics. However something should be done about the high difficulty encounters rewards. I don’t know how i feel about the daily 1-2g rewards for dungeons, you could do 7-10 quick easy dungeons and get more gold than doing 1-2 difficult ones and they would take the same time. This creates an endgame content based around farming/repeating easy content to get quick and easy rewards of money to buy the things you need. When you are max level and log on to play PvE, you want that to revolve around farming gold/using that gold to kill harder bosses to receive (X) where (X) is either prestigious loot, Greater gold than you could have farmed but is only available one week/month/day. Or maybe aesthetics, although aesthetics can only go so far especially sine the Value/Time+Effort Ratio should be considered. and farming aesthetics can cause a “what now” feeling upon completion due to the fact that they really haven’t gotten any stronger as a character.