Scaling seems to be a problem that exists in the game and the issues has permeated to the other aspects of the game. I’m not talking about just events but rather most aspects within PvE.
1) Event difficulty (To much exponential scaling)
Since event are the first thing people think of when scaling is talked about lets dive right into here. Not all , but a spare few suffer some scaling that is a bit on the absurd side. The two most glaring examples that come to mind for me is the Pre event for Balthazar and Half Baked for guild bounties. Balthazar’s pre event has two moments where they loose moral extremely fast almost in a snap of the fingers during the event that is almost or is impossible to prevent, the flip side of this is if you are running with fewer people the event itself is extremely easier and on the easier side to complete. Half-Baked has a similar issue, attack him with 5-10 people and you have a fighter that is fairly easy to complete. Once again on the other side you end up with a fight that is insane in terms of the amount of health he posses that you will be lucky to burn him down in time (mesmers help alot if you bring to many). Both of these represent cases that scaling is just crazy and must be adjusted and brought back in line as they defeat the purpose of people just hopping in.
2- Event Rewards – Karma (lack of reward scaling)
Another thing that seems off is the karma gains you get for certain events. Im sure all of you have at one point been the only one who has done an event and you get the same rewards as being part of the large pack helping, what would be nice would is to have a platinum rank for events meant for groups done 1-2 people as they where the only ones there giving a bit more karma
3- Event Rewards – Rares
For some reason there is a set # of events that give the guarantee rare for one reason or another(dragons i cant under stand but the lowbie zone ones + golem seem odd). Most of the events tend to be short, not that lengthy, and over within mins. The majority of time with most of that them is spent standing around waiting for the spawn. This both can be unenjoyable and seem a bit backwards that for how easy they are they rewards such loot. What i would suggest is using some of the larger chained events for such rewards, like centaurs and ogre events which have multiple chains in the event and giving the same level rewards. But dont stop there, provide better chances or perhaps MF that applies to the chest by doing the earlier chain events. In short you would get rewarded by helping and participating in the whole chain.
4- Dungeon Rewards (lack of reward scaling)
If you have ever done a dungeon you are aware that some paths are easy, others are hard. You are also aware that doing path 1 , 2, or 3 all give the same reward while some easily require more effort or at the very least more time then other paths. COF and HotW have big glaring examples of this where path 1 is the speed run path. Its simple, the bosses arnt HP sponges or if they are there are simply less bosses, and you can skip alot. What doesnt make sense is that the path rewards the same as the rest, Paths should scale in the amount of tokens you get .
For Example HotW
Path 1- 60
Path 2- 100
Path 3 -80
5- Fractals
Much like the previous point with dungeons, fractals have the same issue except dealing with the 3 fractals you must complete. I know im not the first to suggest this but some fractals are simply longer then other fractals, and those fractals should count as 2 fractals. By doing this it also opens up the possibility for different fractals by having longer ones that count as double. But the key is that you are being rewards for the extra effort rather then w/e one else does and just skips it.
The Key here is that everyone goes for the path of least resistance which is very obvious, so by rewarding based off of effort people might be more interested in doing more things.