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Who ok'd the dungeon currency/item decision?


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On 6/7/2022 at 8:15 PM, RoastedWalnuts.4618 said:

Just here to rant and point out how stupid of a change this is, you have effectively just removed 2/3 of the dungeons from the game and invalidated anyone's time who got the Dungeoneer title. 
Only having to do a dungeon once before having full access to its rewards and never having to do that dungeon again because you can just farm faster/easier ones.
Congratulations you had already forced dungeons feet into the grave previously by your lack of attention to them and now you come outta nowhere with a change as radical as this one and hit dungeons and the people who play them with a mallet to further force them into the grave. There was a million and one changes you could have made to improve dungeons and the experiences outside of them (Currencies) yet you chose a change this bad in favor of those with NO PLAYER INPUT and absolutely NO discussion surrounding it prior to implementation. As someone who is in 2 full guilds built around doing dungeons we can all immediately agree that this is just an awful decision all round. You could have effectively implemented this same change by just making items bought from dungeon vendors stat selectable instead of negating players time and killing 2/3 of the dungeons in the game.

Dungeoneer title was already worthless considering how easy it was to get from PvP modes.

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On 6/8/2022 at 11:57 AM, RoastedWalnuts.4618 said:

A few things that are in need of quickly being debunked:
1. Dungeons haven't been "dead" for a long time, with efficient groups they have actually been good money due to the repeatable achieves, not to mention there is literally several full guilds on NA alone that are built purely around dungeons. I guarantee you most if not all the people on here saying dungeons are dead are the same people that haven't actually touched dungeons ever/in years.

 

2. Anyone claiming this is good for new players is just straight wrong its the opposite. It is now going to be harder than ever for a new player to find a group to get their first clear on specific dungeons to unlock that content due to there now being no incentive for players who have played it to go back and do it again for over half the dungeon paths in the game. This is the change that will effectively make dungeons "dead  content" and will especially appear that way to new players.

 

3. The decision to make a change this drastic with 0 heads up and player input after they have constantly been preaching about being open about content and decisions just straight up should not be acceptable at this point.

4. The irony in Anet even stating themselves that dungeons are the first piece of content players experience and want it to be better whilst in the same patch notes making the single biggest move they have ever made to kill and bury dungeons. First impressions of this content are now going to be worse than ever, its clear at this point you don't want dungeons, you are too lazy to do anything meaningful to dungeons and you just want them gone.

5. There is a million other things you could have done to make them better for "New Players" like:
making Story Paths more solo able and implementing them into the 1-80 story (how they should have been since launch but instead u just get a lame mail saying "hey maybe go do this"). Hell make all paths scale with 1-5 players so players can do them with whoever they want and however many people they want.


Remove the massive list of gear in the vendor and just have one of each skin and have that item be stat selectable and even further on this point give dungeons their own area in LA again like it used to be instead of some random merchant practically nowhere with all the shops crammed into a single bad UI. This change would effectively make dungeons the go to place for brand new players gear.

Or the most simple change of them all, fix all the legacy bugs and scaling issues that have been in dungeons since the infamous China update or even some bugs still existing since launch.

The reality is there is many, many more (and probably even simpler changes in some cases) changes that could have been made to TRULY make dungeons a better experience for new players and an entry point to the game yet they actively chose a change that makes dungeons even worse for new players. I could almost be convinced at this point that Anet is being paid off by some bigger company to keep GW2's first impressions as low as possible.

I was so excited for the game when you first mentioned you would be taking a look at the new player experience again and possibly reverting some of the terrible China changes. But if anything this change just proves that you would rather do the opposite and effectively remove all the early content in the game so players can have even more of a reason to skip over it instead of making any meaningful changes to improve the content that is already there.

I think you are overdramatizing with your accusations there (it was more likely thoughtlessness or a lack of farsight rather than anything you accuse ANet of 😉), but your main point is valid: the change in currency has made certain dungeos/paths less attractive for experienced players who just want to farm gold and/or currency, thus having a negative impact on new players.

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