On the other hand, it would also suck if the system assigns individual rewards based on statistics like most damage dealt or most healing, because that would favor high item levels over low, some classes over others (i.e. GWFs simply win paingiver) and some types of builds that contributes a lot to party success would get shafted (i.e. buff/debuff types).
However, rewards should scale a bit better with the party's overall success levels; there should be a better chance at a legendary ring at a triple gold run than in a triple bronze run. Because of factors like the above, this is the only fair way of scaling.
..and that may prevent an entire player base from becoming GWF or OP.
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