While Weave Quickplay is surely nice addition, it might not be enough to keep players engaged (even though I’m personally engaged just enough). While I understand that’s just one of first iterations of changes to weaves, and we should expect more of them in future seasons - right now (as we approach season 2) it might be great to link some new systems together.
The very important reason behind these ideas - Weave QP should have more value on top of essence, because essence is less and less relevant as time goes. Which is okay, grind should end. But there should be more reasons to engage in Weave QP, except for some occasional fun.
Ranked weaves can act as a way for people to challenge themselves and climb static set of challenges, with lesser rewards, similar to people playing Cata’s mission in order, to have everything completed, so I don’t actually mind if they won’t be rewarding much.
1). Quickplay weaves should reward straight emperor chests of corresponding difficulty. (or General at least) Main reason why it can work from loot balance point of view - Weave Quickplay is potentially much, MUCH harder than both Ranked weaves and Quickplay. You don’t know the set of enemies you’ll be facing (which makes Ranked weaves approachable), and you’ll need well-rounded team ready to face every challenge possible, be it 15 chaos warriors or 2 minotaurs or 2 ratogres+1 chaos spawn, if you queue into legend+. Cata QP can remain just extra challenge without extra reward on top of legend ones.
I understand dev’s approach, why chests weren’t added to Ranked Weaves, but as things get randomised for quickplay - it becomes more fair to reward players for playing.
2). I also suggest adding new weekly and daily quests that are exclusive to weaves that reward new currency for Emporium’s Shilling or chests, simply based on old quests (defeat elite enemies, complete QP, kill bosses, play as character, etc…). It’ll bring some more value to DLC itself, and will make progression even more linked across all systems.
The only worrisome thing - is that Ranked Weaves potentially won’t have more players to play. Its core design is intended for 4-men groups that try hard and climb together, which is good, and it really work well for that idea. But again, I don’t think changes in season 2 will change matchmaking problems that much, and I look forward for future ideas that devs will implement to make Ranked Weaves more approachable in next seasons.