If there’s been any sort of decline in AC’s popularity, it’s been for one or more of these three reasons:
Reason #1: AC tokens cannot be converted into rares that salvage for ectoplasms. This makes them inherently less valuable than, say CoF or HotW tokens, which provide tokens that can.
Reason #2: AC does not have a unique crafting material associated with it. TA’s tokens cannot buy rares that salvage into ectos, but TA remains popular because of onyx cores and lodestones – something AC has no real answer to. Garlic bread doesn’t count.
Reason #3: AC’s recent changes may have made the content more interesting to established groups, but in the process have made the dungeon extremely unfriendly to lower level characters. Low level characters running AC to level up while still getting some dungeon tokens for gear – once a common practice – are now practically nonexistent.
So why run AC? Because of the low-level tokens and item drops, it’s less profitable than any other dungeon run. Because of the lack of a unique crafting material, it’s unattractive to anyone looking to test their luck. Because of the rebalance, it’s a terrible place to try to level up. Really, the only reason left to run it at all is for the unique skins or the Gift of Ascalon.
—
Now some people (myself included) enjoy doing it just for fun and for the mechanics, but if I have a monetary goal to reach for or a character to level up, AC doesn’t provide the kind of rewards that I can get in the same amount of time elsewhere. Not even close.
The developers need to make up their minds on what they want AC to be – if it’s meant to be level 80 endgame content, the rewards need to match up with that. If it’s meant to be an instance for lower level characters to learn, level, and practice, it needs to be doable by characters without exotic gear and full skill/trait loadouts in a reasonable time frame. Right now, it’s trying to be both and succeeding at neither – which is a shame, because brain-dead Warmaster Grast aside, it really is a fun encounter.
I agree with all your reasons as to why it’s not run. The thing is that if you design a dungeon around it being profitable to run for cores/lodestones then eventually people stop running it because: 1) they don’t need those materials anymore or 2) the market changes and the items are no longer need. Sure, the market is favorable now for Onyx, Destroyer, and Charged Lodestones/Core, but Crystal Lodestones are pretty much worthless on the TP. Effectively the dungeon becomes no different than a zone in open world where those materials drop often and the player base that farms tends to be very volatile.
I think making the tokens buy things that would be useful to people that don’t want the skins wouldn’t be an awful idea though. I enjoy running the dungeon, but I’ve got the armor, gift, the weapons I want and 500+ tokens with really nothing to spend it on. It’d be nice if they could be unique crafting materials or for unique recipes for gear. I actually really liked the unique jewelry recipes that the bosses drop now. Having exotic recipes that drop off of mobs (not just bosses) would be a nice improvement to the replayability of a dungeon.
Also, I’m probably alone on this one, but I find that if people are running a dungeon just to use the tokens to by easy level 80 rares to salvage for Ecto then you may have a problem with your design. I view dungeons as being something that should be separate from open world. When people are farming a dungeon then it ceases to be any different from a zone.