It's Time to Balance the Raid Finder Rewards
I can't speak for all the players, but I've personally noticed a massive shift of attention go from Khitai, 6 mans, and Raid instances to the Raid Finder and only the Raid Finder since its launch. As a player who regularly assembles groups to Unchained Dungeons daily and looks for pug raids, the ability to fill group content has plummeted to literally nigh impossible. I spent 3 hours on 3 separate days during peak hours trying to get an Unchained dungeon filled. I rotated between different dungeons, and different classes and was still unable to do so. This has led me to one undeniable conclusion:
The rewards for Raid Finder and the frequency of its availability are far too powerful.
Having a repeatable instance that takes low effort and yields t4 relics and dragon tears with no cooldown is unbalanced, plain and simple. Why run a 6 man or work on factions when you can just grind a tank and spank instance over and over again and get t4 gear?
There has to be some fine tuning on this particular game aspect. It's been out since mid-summer and the rate of group play has slowly diminished in all other corners of the game -- all because of the simplicity and quick access to high tier gear that doesn't involve the rest of the games' content.
I would really like to have a Dev address this issue. You guys have data available for where your players frequent. How many players have deserted group instances since Raid Finder came out?
A couple simple solutions would be to eliminate dragon tears from raid finder and only award simple relic IV for the purple boxes, or to add a cooldown.
Again, I'm interested in what the community thinks about this, as I was originally on board with the RF, but have started to see it as damaging and unbalanced when you take a step back.
V