The World Event Reward System Is Broken In Guild Wars

The current reward system needs a serious re-design and a new set of rules to weight and rank players contribution to an event because the current system that is based solely on the amount of damage dealt is not just broken but it is just stupid.

Take for example the north battery defense in Tequatl, I can go on stomping holes after holes after holes with absolute perfect timing and I get no more than a bronze reward ranking, hell I might even miss out on the reward totally if I didn’t do any attacks. But, if I throw all the important mechanics out of the window and started throwing grenades at the incoming mobs, I can get a gold easily while everyone is getting murdered by the poison rain from the grubs. I can also try to be a good player, switching from eastern battery to mega laser defense mid event because I see that the mega laser defense needs more people and completely miss out on the event reward later on because I don’t do enough damage.

Another example is afking at event like Claw of Jormag, I can just afk at the event and wait till the last burn 1 or 2 burn phase, goes in, throw a few grenades at it and get the same amount of reward as the person that spends 30mins trying to take down the boss. So why should anyone put any effort in it? I might as well just stand at the side afk or just spam auto attacks to get full rewards with 0 effort.

Players should be rewarded appropriately for what they contributed to the event, players standing still in 1 corner spamming auto attack should not be getting full reward, players joining in an event at the last minute should not be getting the same reward as players that is working on the event for the last 15mins and players that just goes around waving their weapons around with no regards to actual event mechanics definitely should not be getting full reward. There should be different value and weight given for what players are doing ranging from the amount of damage they do in the event, to the amount of heals, the amount of boons, numbers of revives and playing by the event mechanics that makes up the total final score of the player and the level of reward they are getting.

Guild Wars 2 Level Balancing Issues

That sort of happens when you implement completely new (seemingly arbitrary) stat thresholds in a game which formerly didn’t have them when said game also has various scaling systems. I’ve been saying it for a long time, Arenanet is too ambitious with a lot of the changes they try to implement, and that’s more true in this patch than any patch released in a long while.

I appreciate that Anet wants to change the game, as there’s always room for improvement. But, the level balancing issues should have been EXPECTED, and even if nobody expected them they should have been discovered in testing for changes this big. Did you guys test leveling up in the new system before it was released on the live servers? Did nobody notice that the level scaling seemed to be off, which is something I noticed within HOURS of semi-casual play?

I’m sorry, but I really can’t see how this patch got released like this unless you guys really just didn’t test it at all, or you just tried to do way too much way too quickly, or both. According to the best evidence so far, the level scaling problem is more of an oversight than it is a bug. It appears to be a failure in planning, and not in the implementation of that planning.

I’d really like to give you guys the benefit of the doubt, but to be honest I just didn’t feel rewarded in the new reward system. I got a couple of shiny trinkets from gaining some levels, and leveling to 15 was much faster (about 80% faster according to my estimation) but other than those few things I didn’t really feel like I was getting much that I didn’t get from leveling up in the old system. Add that to the fact that the fundamental design seems to be not thought out properly before implementation, and some horrendous bugs on top of that. I think Arenanet needs to do a little bit more forward thinking with some of these patches, particularly the ones which alter the entire leveling experience like the April trait overhaul and this current patch, although I don’t remember the April patch causing nearly as many balance issues. Maybe it did, I don’t know. I wasn’t leveling a new character, then. I was playing on 80’s during the April patch.

At least answer me one question: why couldn’t these changes be worked on and released individually over time so the kinks could be worked out? Did you want to “wow” us with a huge update? Were a lot of these changes just copied from the China version of the game, as some posters have claimed? It just seems strange to me to do all of this stat and skill overhaul when each of these things change the difficulty curve of various parts of the game, particularly at mid-level. Couldn’t you maybe have changed the skill unlock levels first, and then if there were no problems with that introduce the new stat changes on level up? I really don’t see the logic in gating all of this skills at once and changing the entire level-up mechanics at once. Is it easier for the programmers to do it all at once? Because, I certainly don’t see how it is easier to actually balance so many changes to leveling all at once.

I know that when the traits were changed, monsters were made easier since lower level characters no longer had access to traits or stats from traits. Were such considerations even taken with these new stat thresholds? It looks like someone just slapped a completely new design on the leveling system without much thought as to the in-game ramification that the new leveling system would have on existing in-game mechanics which someone with even a limited experience in programming could have predicted.