I'm noticing this patch that way more people who are sticking around are doing savage content, which is a nice change of pace. However, the limits on item rewards is becoming glaringly apparent in this environment even more so than prior patches. There is a need to help other people get through older content as a community, and right now all the blame on lack of adequate rewards for the effort going in is lumping onto the developer doorstep.
I'm going to put it bluntly, we should not be limiting the number of chests that drop per run based on the completion status of the people running the dungeon. The original intent of a system like this is to encourage the formation of static groups, but on the US servers it instead has helped create a Tuesday -> Wednesday grindfest in PF because everyone needs to rush and make sure to get in while the getting is good.
As for BiS and gearing speed of groups: The rate is really being capped by the completion status, not the chests, and people who are coming in late should be able to catch up faster. This isn't a competition for who does the final boss first for most people: It's just about getting to do the content.
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I'm going to put it bluntly, we should not be limiting the number of chests that drop per run based on the completion status of the people running the dungeon. The original intent of a system like this is to encourage the formation of static groups, but on the US servers it instead has helped create a Tuesday -> Wednesday grindfest in PF because everyone needs to rush and make sure to get in while the getting is good.
As for BiS and gearing speed of groups: The rate is really being capped by the completion status, not the chests, and people who are coming in late should be able to catch up faster. This isn't a competition for who does the final boss first for most people: It's just about getting to do the content.
Continue reading...