Token system redesign in dungeons

Token system redesign in dungeons

in Suggestions

Posted by: Feday.4371

Feday.4371

Based on the latest tweaks on dungeons (speedruns, tokens) I would like to suggest something new.

Considering every dungeon has 3 explorable paths, it would be better if each way is designed for getting two pieces of the set. As an example:

  • Way A: chest and shoulders
  • Way B: helmet and gloves
  • Way C: pants and boots

Once you complete a path, the seller will appear and then you will be able to buy these pieces for tokens (still requires farm tokens).

The hardest path could be the one you get chest and shoulders.

With this method, the developers will make sure people will explore every path of the dungeon in order to get the full set and so, to end up getting the whole set will mean you have dominated the whole dungeon.

This also saves useless nerfs or diminishing returns that could be frustrating for the player.

Other interesting loot could be added like consumables or crafting materials.

From my point of view, it is more interesting this method than the current one that will end up frustrating the player and forcing him to nonsense farm.

Regards,

Feday.

p.d.: edit to clarify some points

(edited by Feday.4371)

Token system redesign in dungeons

in Suggestions

Posted by: Xetelian.9278

Xetelian.9278

I’d go for this

Token system redesign in dungeons

in Suggestions

Posted by: Crica.1503

Crica.1503

all this would do is let players consume content faster then anet could create new content for them to consume…

the point of it taking more then 3 runs of a dungeon to get the gear is because it takes more then 3 runs of a dungeon to CREATE a new dungeon for players to run…

If I don’t like it, I won’t do it.