Dear
@mimicking#6533 ,
please note that I find this an insult and I'm sure most of the community also.
A rank 6 would at least refrain me from writing on the forum.
A Rank 7 would be an OK reward.
A rank 8 or a 9 is what would be appropriate for an END GAME dungeon.
Comments
Enchant drops for Master SP should be on par with CN/FBI, not what I can pick up from stronghold HEs I can clear in a minute.
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I agree that the bottom of the loot table should make you say, "Dratt," not drive you to complain on the forum. An R5 shouldn't be in the loot table, even if your loot roll is a "1."
I will say, though, that I thoroughly enjoyed my first run of master Spellplague. It felt like the pre-module days, when the entire team worked together to defeat a dungeon rather than the key-smash runs that we have seen in many dungeons (partly due to dungeon mechanics, partly due to power escalation). Fix up the bottom of the loot table to make very run at least feel decently rewarding and you have a real winner.
P.S. - On a related note, there's not much reason to have "Priceless" Platinum Plates in the loot table of level 70 areas. They're worthless to an end-game toon and just create inventory cleansing issues (e.g. when they drop together with an R5 from a trash mob that I do want to pick up).
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I echo John's feedback: I ran my first Spellplague (Master) this afternoon, and the final chest rewards were very underwhelming. I got a Wicked Enchantment, Rank 5 in one chest, a Black Opal in the other (alongside the campaign currency and seals) -- no salvage, nothing else.
The dungeon boss mechanics were really fun, though, so I look forward to more runs after the rewards have been revisited!
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perhaps they could give some sort nice new armor but only give half the AC stats..
Yes, you read that right. The math behind random distribution tells us that, for a 0.1% chance, nearly 3 in 8 players will not get the top tier reward even after a thousand tries. Oh, sure, some players will have 2 or even more of them. But over a third of your players (and not just players but dedicated customers) trying their hardest to get that elusive prize, still won't have even one. And since it is random there is never going to be a guarantee, just a chance, that the drought will end. Here are the number of players that will have nothing to show for their effort for a 1 in a 1000 drop rate after various numbers of runs:
# Runs / No Reward (out of 1000 players)
---------------------------------
10 990
50 951
100 905
500 606
692 500
1000 367
2500 82
4602 10
So after 4602 runs there will still be 10 players out of a 1000 that still won't have the reward. Of course the "average" player will have 4.6 of them and there will be some lucky slobs with 8 or 10 of them to balance out those with none. But for the unlucky few it will be endless misery. How is that "balanced"? How is that rewarding hard work and effort? How is that fun? There has to be some other way to get those top tier prizes. The current system is a poorly designed joke and often an insult to boot.
Then I did a single cn run with an alliance/guild team and got a rnk8, 2 +4 rings, and some of the transmutes.
i.e.. a single 10 minute cn romp is a better deal than about an hour or so in the toughest dungeon in the game. Please, raise the loot bar in mSP. What's the point of investing developer time and creativity in a new dungeon and mechanics, if there is no incentive for players to run it..?
Even Vicious enchants, I've ended up with more than a full stack of R4s.
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