Quote Originally Posted by ToffeeCoffee View Post
I think lower drop rates (chance for nothing to drop) with dungeon cool-down is a much better option than the weekly single clear lockout. Players get to learn, experience and enjoy the content and aren't able to gear out so quickly. Addresses two issues there and then. Only people who might not like that are the easy clear hardcore farmers.
If cooldowns were to be implemented, you'd have to add them upon completion of the encounter, otherwise a number of undesirable problems arise which are heavily documented on any other MMO that uses them.

While lower drop rates would help with participation rates as well as keeping the content "current" for a certain amount of time, my experience tells me that it leads to frustration and it's not really going to create a happier player base than what we have now.

I wish I could propose a solution, but I don' t have one. I feel CT's model is less frustrating, but I don't really have any evidence that it would break with the "static only" requirements of SCoB.