


No it isn't. There's no risk as you know whats there. Its stupidity if you go on your own to fight a monster in Diadem because you know what your in for. And if this is SE's idea for risk and reward then they f%$&ed up, bad. For diadem to be risk and reward, is it would have to be a random generated area each time, queues would be always solo (you can party up when you get there), zones would be separated giving more diversity for settling in (so players would get there bearings on things to come), quests could be "found" (not given) mostly with maps or treasure in the field having the land alone or with a group they found inside making the player traverse the dangerous areas with enemies that are coil tier in difficulty with immense mechanics and a ton more non-telegraphed attacks (alot faster ones) so every fight would be a trial of itself and not a simple "tank and spank, treasure plz" . Bigger enemies would dwell deep into the danger areas (unflyable) requiring multiple players to drill through most to get to the stronger rewarding mobs.
In fact, just get rid of flying in areas that are weak in dangerous monsters period. None of that. want the grand 210 or 250 rewards? Go into the place where adventurers dread to step foot in. Casual players can stay in the less troubled zones and fill low rank monster bills for points to buy gear grand gear (2hour cap, not weekly for doing it that way) need a lot of points though.
Why all that? because Diadem is simply not risk and reward, its "attack this lower type of monster a bunch till a bigger monster appears and hopefully a real big one appears and hopefully we get some treasure for all that hoping".
Last edited by Kurogaea; 12-07-2015 at 05:02 PM.
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