Uh, no. I played PvP before reward tracks existed because I found it fun. The same goes for WvW and the chests.
There are players that only do the most economically incentivized thing, which is why there are some commanders that will run in circles in the Silverwastes for more than 10 hours straight. They are the minority in the game. They are the people freaking out right now, because someone moved their cheese.
PvP and WvW are similar, because they’re both considered “player vs player”. It’s like Battlegrounds vs Arenas in WoW. They’re both PvP. You also don’t really play PvP in other games for monetary gain, you play it for a different gain. Satisfaction and renown. That’s entirely different from PvE. Much of the content in PvE isn’t exceptionally challenging, so it lacks satisfaction and renown (until Raids, of course).
Anyone who doesn’t PvP and wants to progress in the game needs gold. Therefore they need to participate in content that gives them gold. If they want gold, then they’ll do the most effective method to gain gold. It’s just as simple as that. The massive number of players who partake of SW and who participated in the Boss Blitz back in the day illustrate this pretty well.
You don’t get it. The devs don’t want to develop dungeons any more. They decided that fractals give them a greater opportunity to innovate, try out new mechanics and not be tied into the PvE maps.
Because that’s where the devs are investing development time, it would be counter productive if players don’t play them so they are discouraging the existing PvE instance content by limiting the gold rewarded, yet again.
You want rewards, don’t do dungeons, do fractals. If they lose players who are doing dungeons solely for gold, oh well but they hope you will try the new fractals that is coming with HoT, you may like it. But since existing legendary weapons still require dungeon tokens, they will still be needed, but needed for dungeon specific rewards and not as a gold faucet.
Nothing said here, suggesting alternatives or warning how this is a bad decision isn’t going to change anything. The word came down a long time ago that all future instance party content will be fractals and raids and that’s it (besides future living world seasons). It was on the HoT site the day they announced the expansion.
I also wouldn’t be surprised if some of this is also part of the “let’s kill the Zerk meta”.
I get and fully understand that they do not want to develop dungeons anymore. That is their choice. I am disagreeing with their blanket chances that affect all the dungeons. As it is right now dungeons are not the best way to spend your time on GW2. SW is probably the best place to be. Dungeons offer you a decent reward, though this applies to a relatively small amount of paths across a fair number of dungeons. This means that a number of paths simply go ignored because they’re not economical to run.
I don’t care if they want to stop production on dungeons. I don’t care if they want to stop support for dungeons and just focus on fractals and raids. That stance, however, does not address the fundamental problem with dungeons. They’ve been ignoring the fundamental problem with dungeons for multiple years now, and this change will address none of those problems. All this change accomplishes is sweeping dungeons under the rug.
If they really wanted to change dungeons for the better, than they would treat them like a valid part of the game and make them balanced against the other parts of the game.
Dungeons are a casual 5-man experience. Fractals are a difficult 5-man experience. Raids are slated to be a very difficult 10-man experience. World event chains, such as the Silver Wastes, are a casual experience on a massive scale with a difficulty far lower than dungeons.
They should have Raids give the greatest rewards, which seems to be the intent. Fractals should give the best rewards for 5-man content. Dungeons should honestly be on-par with a casual experience, so that you can choose if you want to do 5-man content, or open world content. Right now they’re not even close, and they’re going to be kicking them down another rung with this change.
Perhaps the biggest spit in the face is that they’ve still ignored the disparity between time invested vs reward. You get a far greater reward for running shorter paths than you do running longer paths. This is the fundamental issue with dungeons that has gone ignored for years, and now they’ve pretty much announced that they don’t care at all.
Great precedent to set. A selling point of the original game was never addressed and simply abandoned. I can’t wait to see what they abandon from HoT. Will it be raids? Perhaps the “new and improved” fractals? We shall see, huh?
