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Way back when, Everquest had a permanent encounter (The Sleeper). It was a one time per server deal. Once woken, he would actually leave his tomb and travel halfway across the world, insta-killing everyone in the zone as he passed. It was actually a pretty cool event if you ever saw it, because it was a part of the servers history. Many guilds on each server made pact’s not to kill him because the zone was the only place where you could farm weapons with a very powerful proc (chance on hit effect), and once he was defeated they were no longer available.
Of course, one day came, and one of the leading guilds wanted to ensure their supremacy after kitting out their entire guild, so they went and killed him specifically to stop other guilds gearing up. They eventually became shunned by the rest of the server, but by then it was too late to do anything about it.
That’s not the kind of drama we want in this day and age, trust me. If something is so important that once gone it would be detrimental to those who didn’t take part, it shouldn’t be permanent. If it’s not – then does it really matter?
One thing I think no one has mentioned – there are two ring slots. A member of a large guild could do BOTH dailies AND guild missions simultaneously, essentially halving the time taken to obtain both. So the time based gating doesn’t work so well in this case, because if you aren’t in a big guild you aren’t gated equally.
How about they made the dungeon tokens universal, but made each exotic also require 1 dungeon specific item that’s a guaranteed drop from the final boss?
It consolidates the tokens, makes sure you have run (and completed) the instance in question a sufficient number of times, and also allows you to farm your favourite dungeon for the bulk of the work?