The issue with current reward structures
I think it goes without saying that the community at large hasn’t been incredibly receptive to recent events in game.
So what is the main problem right now? It’s endgame players being cast aside and being “rewarded” with things that are effectively worthless to their accounts.
Now I’m not just going to complain, I do have suggestions.
First of all, sidequests. They need a simple structure, no overly complex or punishing nodes. It’s supposed to be a casual quest. Also, please get rid of the “fight X champion 10 times” objectives. At one point it was a fun community challenge to find duel targets, now it’s grindy and annoying.
Adding on to this, the rewards are a crucial part of a good sidequest. Recently it feels like we have been going backwards and the rewards have actually reduced. I know a new difficulty level is inevitable given enough time, but could we get a *very rough* timeline for this?
Last point may be a bit divisive, I don’t personally like the daily quest format. Having 3 runs a week is a nice sweet spot. There’s enough to do so you don’t get bored, but there isn’t the added stress of having to play each day (or 20 times at once when you realise you forgot at the end of the month).
To summarise the sidequest stuff: remove overly punishing nodes, keep rewards reasonably inline with the current economy (endgame players have very little use for 6* shards now), keep the runs per week limited to 3 or 4.