This post just solidified to me that the current system is the best available way to do it and adding additional paths to the dungeons over time is the way to go.But you don't see how this is a pretty good compromise? They need to keep the content relevant and have players always available to run the dungeon, so there are high requirements to get the available loot in each dungeon. BUT, unlike other MMOs, the rewards are mainly for aesthetic purposes.
So there is an all-but-guaranteed presence of a population of experienced players on all of the dungeons in the game. It keeps the content from becoming irrelevant, and without implicitly raising the gear requirement of the entire game and making people feel like they HAVE to grind through to get that content even if they don't want to play that way.
I'd say the needed fix is finding ways to keep the dungeon crawling fresher for people who have to do it over and over. Overall, though, it's a win to me.
I'd like to take a look at this particular line:
What is further amplified by that?bluestuff said:It's further amplified by the fact that you are doing the grind simply for aesthetics and not to unlock further interesting or challenging content.
As you state, it's simply for aesthetics; no stat advantage, no new content, no extra anything anybody might want besides looking cool. If it did provide any of that, the amount of runs necessary at the moment would be ludicrous. But all it is- literally all it is- is an aesthetic reward to work toward (plus, hey, if you like the stats on the item that's one exotic you don't need to get). It's prestige. The tokens are soulbound. If I see someone with an armor piece or dungeon weapon, I know they ran that dungeon a bunch of times in explorable, just like my chestguard demonstrates to people that I can handle AC.