Lately we have seen, are seeing and will see in the future things like Voninblood farming, loot box key "fixing", email loot "fixing", invoking "nerfs", AD salvage changes, Gateway closed down, Dungeons and Raids hidden behind ilevel and campaign gates, fishing, artifact gear and weapons that are RNG dependent, etc.
For a game that has been out for over 3 years, I would like to see more maturity in the releases (Mostly PvE focused but much of this applies to everyone);
Dungeons, Skirmishes & Raids There is a real lack of variety here and for a game that has been out for as long as Neverwinter has, this is really a negative for the player base. There should be double or even triple the number of end game Dungeons, Skirmishes and Raids to do than there are. In addition to pure volume, there needs to be more creativity put into the dungeons to include things like puzzles, traps and strategies that require team work, team splitting, etc.
Rewards I know this is a common gripe, but really, much of the variety was removed from the game, well, we'll just say "way back when" and though some effort has been put into bringing some of the transmutes back, we need to see more variety in the loot and customization options. Every dungeon should have unique loot, whether it's a item (Shard of Orcus's Crown) or unique skins for all classes. The RNG is simply pretty awful and there needs to be better loot in the drops as well as chests throughout the Lairs, Dungeons, Skirmishes, and Raids. Overall drop rates, loot, and rewards simply need to be better and to better fit the content and effort put in.
Bag Management There really isn't a need for so many "versions" of RP that need to be stacked; BoC, BoA, Unbound and somehow varieties of these that don't stack. There is no need for every dungeon, skirmish to have a unique key for the bonus chest. We have standard chest keys, epic chest keys, and should have bonus chest keys. You can continue to craft them using the various campaign currencies but a single stackable key should be the result. This is only the beginning of inventory/bag management but we get the idea - slim down the variety making it easier to manage at the least.
Campaign Craftables This is particular to the Bonus Chest Keys but I would include the other craftables from the campaigns as well, like Dragon Hoard enchants, Fey Blessing Enchants, gear boxes, etc. There is no need for them to take 20 hours to craft one. Whatever the need for the time gating on them, I just don't see why it's needed at this point. What is the reason to take 20 hours to craft a key that is based on campaign currency that is already time gated? What purpose does time gating an enchant serve?
Wardrobe Let's allow players to unlock skins. All skins from the common to the legendary. Those skins can be used from the wardrobe to change an appearance any time - I don't mind keeping the AD cost to execute the change, that's reasonable enough. Why make us keep a physical piece of gear just for a transmute? Once I have a character that has acquired and bound an appearance I should be able to reuse that look again on a new piece of gear later. I would extend this to dyes. I don't see the cost of dyes being a necessary thing. A one-time purchase to unlock the dye on your character and you should be able to use that dye anytime you want later.
Class Balance I won't say much here, depending on your perspective this is happening but should continue as it is needed.
UI Layout Updates I probably should just call this the Campaign window re-write, but honestly, that screen is awful. Please redo it to be more user friendly and expandable.
Quests and Mini Lairs One of the best parts of the 1-60 leveling in this game are the interesting quest lines and mini lairs at key quest points. IN later Mods we are seeing more and more step and fetch it type quests (kill 25 ice trolls, collect 10 pelts, click on 7 sick people) and less true story based questing. Not all stories have to be novels and epic. Why not just a few quests that tell the story of a farmer who is having trouble with the local beasts raiding his fields? The Mini Lairs are some of my favorite things in this game and should be leveraged in the end game areas and mods as well and more. These little dungeon like treks with a quest (or 3) attached are so fun, I'd like to see more. Why not leverage these Lairs to introduce appropriate boss-type fights with a unique drop?
Unbind Item There are some items that I really believe should be allowed to be unbound from a character to be used on a different character. In an effort to avoid breaking the economy, allow BoC to become BoA. As players wish too change main characters, or builds allow them to unbind a mount, or companion, or other item and move it to a different character. This would make a perfect zen store purchase much like renaming, respec'ing etc.
I'll stop now. Most of this is not difficult development, it just needs to be included with the work already being done. That's my 2 astrals on this and wanted to get away from the QQ'ing and Griefing and try some positive Feedback and improving the QoL in the game.
As a new player i loved the questing to lvl 60, the quests were interesting i actually read every quest and lore pop up. Now from 60 to 70 that changed from water to wine, it was horrible. Temple of elemental evil was just doing the same thing over and over and over again....please kill 20 cultists and steal their toothpaste, excellent now that we have the toothpaste we need a toothbrush go kill 20 more..... yesssssss we have the toothbrush now, but we don't know how to properly clean our teeth, go kill the same cultists again and steal their manuals of how to have a Colgate smile ......you get the point, it was repetitive and boring.
After completing the water one i just knew the other 3 elements would be the same repetitive boring quests and i was right.
Every single campaign is repetitive and boring, wen i got to bryn shander i started doing the quests and i was like FINALLY, a new map that has actual quests and a story line like 1-60 ones, after what? 6 quests? i was back at the same repetitive daylie quests....omg man.
For the new players...enjoy the road to 70 where theres actual quests and a story line in each zone you are in, wen you start doing the " campaigns" it will be boring as hell, the game will change from awesome quests to mindless boring repetitive ones, and you get to do them everyday....awesome...
mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
We have been asking for skirmishes and dungeons for over a year. The thing you are wrong about is asking for "creativity" in these. They decided to be "creative" and the result is POM, Throne and the new CN. Miserable content.
Our classes were designed around the original dungeon design. This is NOT a platforming game.
To be honest i am here because of RA Salvator, i am a reader of his books and the guy is brilliant, hope neverwinter works more often with him because they really need him.
you're asking for varaince but thers only 3 types of quests availeble to the devs, its either, kill x amount, fetch x amount or bring x to y, the only real creativity they have is how they dress up these quest with storyline, mini dungeons etc...
cryzpynutz, hope you dont mind me adding what player(s) want. good post and good call for asking anyone to offer some ideas or concepts to save/revive this game to be more fun.
i am making the outlines for devs to focus on.
1. Treasure chests, loots isnt worth wasting the keys, most of us were assumed it is feature options when we decline any bad or awful junks we been seeing for months, yeah, it is going over and over. it really need better or massive upgrades. keys are expensive and time consuming. carry around 16 types of keys that take too much bag slots all day, really? i want to see some form of merging as universal "Dragon Keys" and epic keys become as "Master Keys", that only 2 types of keys that we can deal with. Those boss chests and epic chests shouldnt have RNG, those chests in epic boss room should have reopen chest timer to prevent overfarming, master chests should have specific rewards and dragon chests should have special reward versions with selective choices, choose only 1 of 10 selected loot table. if players get items from dragon chest and if not wanting any other loots, they could pick ADs or bonus seals. * note for edited, if anyone remembers since beta to mod 1? we didnt have keys for chests, keys were for lockboxes, then Sharandar and Dreadring added more keys and chests becoming more RNG format. now we get more cluttered mess of keys and requirements, that why i am asking for consolidation of keys or key tab instead of inventory bags.
A. Master chests, random gem (no green tiers), universal refine stones, random armor/weapon enchant gems (no shards), vouchers, and Tarmalune Nuggets (as new shard for 10-15 nuggests) for pre-trading bars, trade in 50-100 nuggets for 1 to 5 T-bars, and new appearance items, and then stack of 5 or 10 health potions, and some amounts of cash (50 silver/75 silver coins)
B. Dragon chests, better epic reward loot table, only selective option to choose per day if needed to prevent chest farmings, you pick specific drungeon armor reward, chest piece in one dungeon, helm in other dungeon, and etc for other dungeons for remaining pieces, bonus seals (boss drops are first seals), elite purple tier refine stones, elite crafting items, specific amounts of ADs (diminishing anounts after each visit unless reset for next day timer), one box of random rank 8 gemstone/runestone, and 4 other epics decided by devs.
2. Profession Nodes, recently nerfed, these are pitiful, i believe these dont belong on overland zones, and should be in dungeons, both Solo and Grouped dungeons, should have atleast 3 to 6 raw resources, and possible of refined resources.
3. again, profession crafter really need overhaul, many already had 25th level maxed, leadership took major hit and nothing been rework for it. previous team pre-6 took out ADs and left it broken or incomplete mission tasks, they limited leadership to 3 per same tasks and hadnt return to where it had, it is pointless since they took out ADs. Leadership need a new love. Alchemy, Artifacer, and other need some makeovers, getting resources in wilds are too little and refined crafted items are also too low.
4. Dungeons, let talk about this. most players want 3 tiers versions and raid version. A. Solo-mode, scaled down rewards, same profession nodes, bring back those one-shot quest dungeons and it doesnt make sense to do only once, all the old quest lairs would be scaled to base level of that characters, not the skills. i want to go back to clock tower in neverdeath crypt. it was awesome and it is a shame to never seen it again unless you play new reroll alts. B. Group-mode, same epic dungeons, and use loot table as i mentioned 1# on list above, newly reworked profession nodes that get upgraded. C. "Elite-mode", same dungeon copies, but increased/scaled difficulty, extra drops, and extra drops of seals from trash mobs. D. Raid zones, 10 players, not a long run dungeon types, just new version of Skirmish style/HE for better upgrade items and elite crafting items.
5. Auction House, remove vendor junks that shouldnt be, it is not part of quest items or part of crafting or consumeable. it helps to eliminate unwanted junks to cut down on server lag,
6. Merchants that sells seal specific items, T-bar items, and that ADs merchant would be big problem, many players are now conserving thier limited supply of ADs, they all need better pricing adjustment, some are too exspensive. i would like to see "Companion Merchant" get update, see next on list.
7. Companions, hey, we dont want anymore XP scrolls! those are already overflooded and already outdated, we want companion upgrade tokens the most, and XP tomes should be very rare and few to get by since rank 11 and rank 12 can level them to maxed/capped ranks in few seconds. Please add new contents to Companion Merchant for new specific items with special kind of seals, use seals to get lightfoot thief or other pets that not on zen market. also, since Gateway now gone, we want something new like STO's duty office mission, to send idle companions out to adventure missions for chances of companion gear upgrades and small amount of companion tokens so they can "grow" to next tiers, and collect some runestones. also, those companions that go to idle, the gears keep going back in my pack, i want those to stay on same pets when they still kept runstones.
8. Invoking, Ardent and Celestrial, right now, it is mess up, ADs got changed and player didnt like it, others dont mind, it hurts new players the most when they cant buy upgrades from Auction during 30-60 levels, ardent need more new items and could have upgraded with new cap base, and RNG is awful for those coffers we get, higher level we get, those whites/greens should had phase out, except for P-wards, Celestrial hadnt been updated since released from Beta, need lot of newer items, there is nothing else to buy beside buying angelic healer and sell it.
9. Overlap XP level ups, that need updated too, everyone hates those lowly XP scrolls, we need new selective choice instead of that RNG, to keep it from abusing, we get a list to pick an item reward, and cant pick same item until 30 days timer reset, we can select other items what available if we leveled fast. that was suggested on other topic somewhere buried. you can look up.
10. Inventory, that is very serious problems, limited slots in bags, we still got unsellable/undischargeable items stuck in our bags, also too cluttered with bounds and tradable items, and some dont stack, every 3 mods, we should had get new slots since devs throwing us bloated contents. Bank vault need new love, we need few new tab folders for appearances, potions, and keys, see 7# above, gears going back to backpacks, that is unnecessary and annoying when companion get idled.
11. Is the class rebalancing done? if not, then which hadnt and how soon?
12. RNG should only belong to lockboxes, not everywhere we go, and we are fed up and very angry enough that we all want to kill RNG and put it down for good and forever.
13. Zen Market and exchanges, it is already bottlenecked, you devs and market team are already lost this war, and all i see take, take, take and take again and that didnt hurt 3rd party sellers, you set overpriced and other players had no choice but to invest with 3rd party sites and risk of getting ban, and causing inflation by increase the cost at auction house just to get ADs back from players.
14. Last one, economy is the mess, see one above, sellers get ADs back from players over and over with inflated price, they sell for cash for ADs, then mark up when they get new looted items to get ADs back, you need to find a way, maybe overhaul by making those items worthless, then players wont depend on 3rd party, you need to drop that awful "Paywall", and lower the cost, making players happy and get better cash flow where 3rd party no longer get cash again even if they tried lower the cost to sell. economy is only the pixels, you own it and not them.
about those rings, those +1 to +5 should be in correct loot format, +1. +2, and of lucky chance to get +3 from random HE runs. then +4 should be in any dungeons and no +1 to +3 in any chests, then +5 should be in raid chests except no +1 to +4 in any raid chests, ever!
Damn @wylonus, I +1 all your suggestions.... very well thought out!
The only thing i'm going to add atm is:
1. Crafting: It hasnt been updated since EE (i'm not including master crafting because it is not accessible to everyone). In this respect its almost as neglected as the foundry is. Before EE alchemy was only used because it tended to be the quickest way to get a crafter to level 20. After EE, I think Cryptic did something smart and made it so alchemy created the Unified Elements, which is/was required to upgrade armor.
Why didn't cryptic use the same approach as alchemy and unified elements with Lanolin and put it in Leatherworking?? Granted it takes time to make enough Unified Elements to upgrade the gear. I don't doubt the same time requirements could have been used to create Lanolin, we know that we can't just be allowed to rush through content, .
This would have done 4 things:
a. Would have upgraded Leatherworking and made it more useful craft. They could have added this recipe to the campaign store/trade bar store/zen market if they didn't just want to give it to us.
b. Would have toned done some of the RnG we have to deal with in Mod 10 and 10.5. The playerbase is suffering from an RnG overload and this could have alleviated some of the symptons caused by RnG overload.
c. Would have opened an avenue for people who enjoy crafting to make a little extra money on the side by selling player crafted lanolin. Sure it would be pricey at the start, but take a look at how much unified elements now go for.
d. Then new pant and shirt stuff found in the campaign store should also be added to the appopriate style crafter as alternative way to get/make this items. This also keeps those crafters updated with new module and keeps them worthwile.
Instead they choose to go the RnG route only and put stuff like lanolin in HE's which most players are bored with even before this new module was released. Unlike what Cryptic believes(being able to only get things from 1 market i.e. coal wards), I think being able to get stuff like this out to the player base through multiple avenues allows the players to choose which path will suite their needs better and make for happy gamer who will be more willing to spend money on this game (provided there is stuff to spend it on)......
Actually, I like only have 2 maybe 3 versions of a keys for dungeons, VIP/freebie dungeon key, Campaign key, Zen(dragon key).
I would also like to add that all keys with the exception of VIP/freebie they should be account bound.
To make a campaign key requires specific components which are got by completing tasks in the zones. So, that means if I have an alt makes the key i have to grind out the components and start the task. It shouldn't matter if I use the key for my main character or alternate because i'm still limited by the grind.
Why are campaign keys not already account bound, why are they character bound???
1-60 is just a tedious boring piece of HAMSTER IMO. No story, the voice acting is laughable at best in most cases, and is there a story? I've never seen it. Sure NPCs have a few walls of text. I've read them all in the past. It didn't make the experience more engaging or enjoyable, just longer. It's one of the most boring levelling I've ever seen in a MMO, fortunately the combat mechanics make it somewhat bearable. I now take it for what it is, a glorified tutorial for your class.
However, I agree on the lack of variety in endgame content. The game is 4 years old and we have 2 skirmishes (that's fine, that content sucks), 7-8 endgame dungeons, and still no raid, just bosses in a box. As a reminder, a "good raid" has at least 6 bosses and takes a few hours to complete. We're still far from having that kind of stuff.
we need new tab for keys or consolidated them. also, thanks for liking some ideas, and i do want to see others' new ideas beside mine.
A really good idea would be to bring back the old epic dungeons that where removed (some reintroduced as leveling dungeons but not nearly as good as the original ones)
Comments
Temple of elemental evil was just doing the same thing over and over and over again....please kill 20 cultists and steal their toothpaste, excellent now that we have the toothpaste we need a toothbrush go kill 20 more..... yesssssss we have the toothbrush now, but we don't know how to properly clean our teeth, go kill the same cultists again and steal their manuals of how to have a Colgate smile ......you get the point, it was repetitive and boring.
After completing the water one i just knew the other 3 elements would be the same repetitive boring quests and i was right.
Every single campaign is repetitive and boring, wen i got to bryn shander i started doing the quests and i was like FINALLY, a new map that has actual quests and a story line like 1-60 ones, after what? 6 quests? i was back at the same repetitive daylie quests....omg man.
For the new players...enjoy the road to 70 where theres actual quests and a story line in each zone you are in, wen you start doing the " campaigns" it will be boring as hell, the game will change from awesome quests to mindless boring repetitive ones, and you get to do them everyday....awesome...
Our classes were designed around the original dungeon design. This is NOT a platforming game.
i am making the outlines for devs to focus on.
1. Treasure chests, loots isnt worth wasting the keys, most of us were assumed it is feature options when we decline any bad or awful junks we been seeing for months, yeah, it is going over and over. it really need better or massive upgrades. keys are expensive and time consuming. carry around 16 types of keys that take too much bag slots all day, really? i want to see some form of merging as universal "Dragon Keys" and epic keys become as "Master Keys", that only 2 types of keys that we can deal with.
Those boss chests and epic chests shouldnt have RNG, those chests in epic boss room should have reopen chest timer to prevent overfarming, master chests should have specific rewards and dragon chests should have special reward versions with selective choices, choose only 1 of 10 selected loot table.
if players get items from dragon chest and if not wanting any other loots, they could pick ADs or bonus seals.
* note for edited, if anyone remembers since beta to mod 1? we didnt have keys for chests, keys were for lockboxes, then Sharandar and Dreadring added more keys and chests becoming more RNG format. now we get more cluttered mess of keys and requirements, that why i am asking for consolidation of keys or key tab instead of inventory bags.
A. Master chests, random gem (no green tiers), universal refine stones, random armor/weapon enchant gems (no shards), vouchers, and Tarmalune Nuggets (as new shard for 10-15 nuggests) for pre-trading bars, trade in 50-100 nuggets for 1 to 5 T-bars, and new appearance items, and then stack of 5 or 10 health potions, and some amounts of cash (50 silver/75 silver coins)
B. Dragon chests, better epic reward loot table, only selective option to choose per day if needed to prevent chest farmings, you pick specific drungeon armor reward, chest piece in one dungeon, helm in other dungeon, and etc for other dungeons for remaining pieces, bonus seals (boss drops are first seals), elite purple tier refine stones, elite crafting items, specific amounts of ADs (diminishing anounts after each visit unless reset for next day timer), one box of random rank 8 gemstone/runestone, and 4 other epics decided by devs.
2. Profession Nodes, recently nerfed, these are pitiful, i believe these dont belong on overland zones, and should be in dungeons, both Solo and Grouped dungeons, should have atleast 3 to 6 raw resources, and possible of refined resources.
3. again, profession crafter really need overhaul, many already had 25th level maxed, leadership took major hit and nothing been rework for it. previous team pre-6 took out ADs and left it broken or incomplete mission tasks, they limited leadership to 3 per same tasks and hadnt return to where it had, it is pointless since they took out ADs. Leadership need a new love.
Alchemy, Artifacer, and other need some makeovers, getting resources in wilds are too little and refined crafted items are also too low.
4. Dungeons, let talk about this. most players want 3 tiers versions and raid version.
A. Solo-mode, scaled down rewards, same profession nodes, bring back those one-shot quest dungeons and it doesnt make sense to do only once, all the old quest lairs would be scaled to base level of that characters, not the skills. i want to go back to clock tower in neverdeath crypt. it was awesome and it is a shame to never seen it again unless you play new reroll alts.
B. Group-mode, same epic dungeons, and use loot table as i mentioned 1# on list above, newly reworked profession nodes that get upgraded.
C. "Elite-mode", same dungeon copies, but increased/scaled difficulty, extra drops, and extra drops of seals from trash mobs.
D. Raid zones, 10 players, not a long run dungeon types, just new version of Skirmish style/HE for better upgrade items and elite crafting items.
5. Auction House, remove vendor junks that shouldnt be, it is not part of quest items or part of crafting or consumeable. it helps to eliminate unwanted junks to cut down on server lag,
6. Merchants that sells seal specific items, T-bar items, and that ADs merchant would be big problem, many players are now conserving thier limited supply of ADs, they all need better pricing adjustment, some are too exspensive.
i would like to see "Companion Merchant" get update, see next on list.
7. Companions, hey, we dont want anymore XP scrolls! those are already overflooded and already outdated, we want companion upgrade tokens the most, and XP tomes should be very rare and few to get by since rank 11 and rank 12 can level them to maxed/capped ranks in few seconds.
Please add new contents to Companion Merchant for new specific items with special kind of seals, use seals to get lightfoot thief or other pets that not on zen market.
also, since Gateway now gone, we want something new like STO's duty office mission, to send idle companions out to adventure missions for chances of companion gear upgrades and small amount of companion tokens so they can "grow" to next tiers, and collect some runestones.
also, those companions that go to idle, the gears keep going back in my pack, i want those to stay on same pets when they still kept runstones.
8. Invoking, Ardent and Celestrial, right now, it is mess up, ADs got changed and player didnt like it, others dont mind, it hurts new players the most when they cant buy upgrades from Auction during 30-60 levels, ardent need more new items and could have upgraded with new cap base, and RNG is awful for those coffers we get, higher level we get, those whites/greens should had phase out, except for P-wards, Celestrial hadnt been updated since released from Beta, need lot of newer items, there is nothing else to buy beside buying angelic healer and sell it.
9. Overlap XP level ups, that need updated too, everyone hates those lowly XP scrolls, we need new selective choice instead of that RNG, to keep it from abusing, we get a list to pick an item reward, and cant pick same item until 30 days timer reset, we can select other items what available if we leveled fast. that was suggested on other topic somewhere buried. you can look up.
10. Inventory, that is very serious problems, limited slots in bags, we still got unsellable/undischargeable items stuck in our bags, also too cluttered with bounds and tradable items, and some dont stack, every 3 mods, we should had get new slots since devs throwing us bloated contents. Bank vault need new love, we need few new tab folders for appearances, potions, and keys, see 7# above, gears going back to backpacks, that is unnecessary and annoying when companion get idled.
11. Is the class rebalancing done? if not, then which hadnt and how soon?
12. RNG should only belong to lockboxes, not everywhere we go, and we are fed up and very angry enough that we all want to kill RNG and put it down for good and forever.
13. Zen Market and exchanges, it is already bottlenecked, you devs and market team are already lost this war, and all i see take, take, take and take again and that didnt hurt 3rd party sellers, you set overpriced and other players had no choice but to invest with 3rd party sites and risk of getting ban, and causing inflation by increase the cost at auction house just to get ADs back from players.
14. Last one, economy is the mess, see one above, sellers get ADs back from players over and over with inflated price, they sell for cash for ADs, then mark up when they get new looted items to get ADs back, you need to find a way, maybe overhaul by making those items worthless, then players wont depend on 3rd party, you need to drop that awful "Paywall", and lower the cost, making players happy and get better cash flow where 3rd party no longer get cash again even if they tried lower the cost to sell. economy is only the pixels, you own it and not them.
about those rings, those +1 to +5 should be in correct loot format, +1. +2, and of lucky chance to get +3 from random HE runs.
then +4 should be in any dungeons and no +1 to +3 in any chests, then +5 should be in raid chests except no +1 to +4 in any raid chests, ever!
The only thing i'm going to add atm is:
1. Crafting: It hasnt been updated since EE (i'm not including master crafting because it is not accessible to everyone). In this respect its almost as neglected as the foundry is. Before EE alchemy was only used because it tended to be the quickest way to get a crafter to level 20. After EE, I think Cryptic did something smart and made it so alchemy created the Unified Elements, which is/was required to upgrade armor.
Why didn't cryptic use the same approach as alchemy and unified elements with Lanolin and put it in Leatherworking?? Granted it takes time to make enough Unified Elements to upgrade the gear. I don't doubt the same time requirements could have been used to create Lanolin, we know that we can't just be allowed to rush through content, .
This would have done 4 things:
a. Would have upgraded Leatherworking and made it more useful craft. They could have added this recipe to the campaign store/trade bar store/zen market if they didn't just want to give it to us.
b. Would have toned done some of the RnG we have to deal with in Mod 10 and 10.5. The playerbase is suffering from an RnG overload and this could have alleviated some of the symptons caused by RnG overload.
c. Would have opened an avenue for people who enjoy crafting to make a little extra money on the side by selling player crafted lanolin. Sure it would be pricey at the start, but take a look at how much unified elements now go for.
d. Then new pant and shirt stuff found in the campaign store should also be added to the appopriate style crafter as alternative way to get/make this items. This also keeps those crafters updated with new module and keeps them worthwile.
Instead they choose to go the RnG route only and put stuff like lanolin in HE's which most players are bored with even before this new module was released. Unlike what Cryptic believes(being able to only get things from 1 market i.e. coal wards), I think being able to get stuff like this out to the player base through multiple avenues allows the players to choose which path will suite their needs better and make for happy gamer who will be more willing to spend money on this game (provided there is stuff to spend it on)......
Just saying
I would also like to add that all keys with the exception of VIP/freebie they should be account bound.
To make a campaign key requires specific components which are got by completing tasks in the zones. So, that means if I have an alt makes the key i have to grind out the components and start the task. It shouldn't matter if I use the key for my main character or alternate because i'm still limited by the grind.
Why are campaign keys not already account bound, why are they character bound???
also, thanks for liking some ideas, and i do want to see others' new ideas beside mine.
However, I agree on the lack of variety in endgame content. The game is 4 years old and we have 2 skirmishes (that's fine, that content sucks), 7-8 endgame dungeons, and still no raid, just bosses in a box. As a reminder, a "good raid" has at least 6 bosses and takes a few hours to complete. We're still far from having that kind of stuff.