How to make clearing dungeons more rewarding
I’m more concerned with making dungeons more fun and challenging.
They’re currently quite rewarding (at roughly 1.26g per 15-20 minutes), but they are almost painfully boring because of the prevailing stack + skip meta.
There is no suggestions sub forum, they removed it, they may move this to dungeons section since it is a suggestion on dungeons.
I do agree that dungeons should encourage people to not skip but not force people to not skip if they don’t care to do the encounter.
I get your point, my post is about how to incentive people to actually go to the dungeoun and clear it instead that rushing from one champ to the other.
There is no suggestions sub forum, they removed it, they may move this to dungeons section since it is a suggestion on dungeons.
I do agree that dungeons should encourage people to not skip but not force people to not skip if they don’t care to do the encounter.
I believe this system would still let you skip content if you choose to do so but it would make it less rewarding.
This is a post I made on the Dungeons sub-forum:
I would like to see more “full clears” of dungeons, but in order for that to happen, we’d need to make it more worthwhile to players from a time and loot perspective. I’d personally look at the following:
1. Currently, most enemies in dungeons tend to be Elites, which take a fair amount of time to kill for not necessarily better loot. Perhaps ANet can look at scaling down most of these enemies to Veterans, and most of the Champions to Elites (except for named foes, which always remain Champion or higher). Legendary foes in a dungeon (like Kholer) also get bumped down to Champion status unless they are particularly noteworthy foes from a lore or gameplay perspective. The boss at the end of dungeons is always a Legendary foe.
As a side benefit, this also makes foes less dangerous so there isn’t as much focus on “killing the enemy before they kill us” strategy which is why the Zerker meta is so powerful.
2. To buff the loot from foes, Veterans now always drop a Loot Bag appropriate for their race/type, plus possible additional loot. Elites will always drop a non-Exotic Champ bag, plus possible additional loot. (These changes apply to the open world too.)
3. Players can still skip dungeon events (I’m talking about bonus events as well as main events like fighting Kholer) if they really want to, but if they complete all of the dungeon’s events, they get a bonus daily chest containing 1+ Rares (with a chance for it to be an Exotic), coin and tokens. This chest is given out once per path per account per day.
4. Introduce a “Dungeon Conqueror” title for killing every single enemy in a dungeon path in a single run (aka “vanquishing” for you GW1 vets. ). You have to vanquish all paths in each of the dungeons to get this title. (Since enemies in dungeons do not respawn, this should be feasible where it wouldn’t be in the open world.)
I’m more concerned with making dungeons more fun and challenging.
They’re currently quite rewarding (at roughly 1.26g per 15-20 minutes), but they are almost painfully boring because of the prevailing stack + skip meta.
This is a problem with how they were designed not how the meta works. lol
How to make clearing dungeons more rewarding
By making other classes than warrior more viable in dungeons.
By adding dungeon backpieces.
(Basically backpieces with the same effect as the weapons/armors you can buy with dungeon tokens.)
That would make me do dungeons more often.
But as long as “Zerk warrior only 10k account points or kick” is everywhere in the LFG Tool i’ll stay out of dungeons for the most time.
This is a post I made on the Dungeons sub-forum:
4. Introduce a “Dungeon Conqueror” title for killing every single enemy in a dungeon path in a single run (aka “vanquishing” for you GW1 vets. ). You have to vanquish all paths in each of the dungeons to get this title. (Since enemies in dungeons do not respawn, this should be feasible where it wouldn’t be in the open world.)
I like this idea as it would be further incentive for people to actually clear a dungeon. I believe most people that run quick dungeons do it because what they are mainly interested in are tokens and gold with loot being a small part of the equation as it can be acquired in other ways which are easier (see champion trains) by making so that the more you kill the more token/gold you get with an extra bonus at the end if you manage to clear dungeon would make quick runs less profitable and therefore less popular.
No this does not work. It’s simple too exploitable. Imagine: you run CoF and come to a passage where mobs spawn indefinetely. it does not even need to be a defend event such as protecting Magg until he blasts the door to the final encouter in P2, no. You can easy take P1 where one guy goes to the gatekeeper mechanism and rest of party fights of mobs and until they gate is open. This would lead every party to reset the event for hours and hours knowing they can juice tons of gold out of the system.
Also, rewards and their distribution is notoriously bad in the game. Players get rewarded for farming champs, skipping dungeon parts and playing the TP. Once you realize that there is no difference between a dungeon reward of TA aether path and COF p1 you understand there is something wrong….