Loot Rewards in Living Story
Because then people would farm it, like last time. And they hate farmers.
And yeah actually since they were removing a gold sink (repairing) they had to reduce each players income by (at least close to) the same amount to avoid excess money entering the economy and crashing the whole thing. (Which ignores the fact that it negates the whole point of removing the cost in the first place. I may be spending X less to repair, but if I’m also getting X less then I’m no better off!)
Plus, the current pavilion seems designed to challenge peoples understanding of basic gameplay. Up to this point its been zerzgzergzerg.
Now, people have to actually split up and take on all 6 bosses at the same time if they want anything approaching a semi nearly decent reward. Otherwise you spend an hour grinding each in turn for one of the more pathetic rewards I’ve ever seen.
There is absolutely no evidence to support that it would.” -AnthonyOrdon
That’s cool and all, but loot is kind of important to a lot of people.. I’m excited to see all festival content, but I worry there will be little for a solo player to do, and if the loot isn’t significant enough, anything legitimately challenging will lose its appeal to me. I’ll play as much of the content as I can without too much difficulty, but I, at least, have little reason to repeatedly attempt something challenging if the only payoff is saying I did it.
Though AP and titles are a pretty good motivator. I spent hours on Mad King’s Clock Tower for that achievement.