It’s just the time commitment that kills this event.
- 30 min to get 30-45 blooms.
- The vendor sells the item I want for 200+ blooms.
I’m a filthy casual (with a full time job and a life) so forcing me to farm this for more then 4.5 hours (half of which is wasted waiting around for the event to start) is something I simply cannot do. I loved GW2 because you could casually play and still get a lot out of the game. This event favors “grinding” which I always thought Anet was against. This is especially hurtful because 1: the mobs don’t drop a single thing, 2: the events themselves don’t grant any xp or karma, and 3: the event structure promotes selfish play (tag um and run to the next event praying the people who stay will finish the rest of the work for you).
The event itself is decent. I like the idea of the mordrem invading. But you Devs need to find a way to make the event’s theme, the event’s mechanics and the event’s rewards, coincide to promote the same idea. By doing this, it increases immersion. Increased immersion = players will be more likely be interested in the event rather then the rewards if they don’t HAVE to worry about the rewards. The rewards will be the icing on the cake/ a side thought for the player. You did this really well with Living Story Season 1. The only gripe people had with LS back then was it was only for 2 weeks, and that sucks.
But that’s just my opinion and how I feel. I’m no game developer by any means. But I’ve played A LOT of games. And it’s always a nice feeling when I’m so immersed in the action/game that when it ends, I just sit there thinking “awesome”. Then I look at my loot and get even more stoked regardless of quantity of quality because the event itself was a reward on its own.
Thanks!