Lure drop rates are abysmally low, nobody does these anymore because of barovian gear being better, so maybe throw us a bone here and make them not so nearly impossible to obtain? There is no reason I should be able to kill 35 freaking rare zombie bears in a row with no lures dropping... Same with magebreakers, batiri braves, you name it... the drop rates on most of these is INSANELY LOW, combine that with multiple levels of RNG and its just awful and literally takes weeks worth of hours trying to get a lure for one out of the 3 needed lures... can we PLEASE revisit the drop rates since people aren't using the zone as much anymore? PLEEEEEEASE.
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let break the bottleneck policy.
As someone who really enjoys spawn camping, and has spent the overwhelming majority of the past mod doing just that...it must be said that the spawn rates at best aren’t well thought out, and at worst cater to the mouth breathers, who feel their time too valuable to actually run a camp properly.
Simply put: Respawn should occur at a consistent time based upon when the mob died. Period. End of story. Anything else is shenanigans...
Additionally, trash mobs die too quickly (their dps is fine.. hp is lacking), and when that happens drop rates have to stay low to keep the market from flooding.
Between the time it takes to kill mobs, and the janky respawn rate,neverwinter has taken a solid play concept and effectively tanked it which is very frustrating.
But the devs definetly heard and learnt from it because the hunts at ravenloft are a drastic improvement and almost everyone appreciates it. I think they themselves are trying to forget that fiasco ever existed. I don't think they are going to go back and change much if at all. At this point I would just simply ask them to make the gear we acquired from the hunts available as a transmute option at the maze engine vendor because no one wants to go through that nightmare ever again to acquire something for its visual apperance.
> Like most other problems in this game, the issues with hunt lures are a symptom of the fact that the devs can't seem to stop asking themselves, "Now that we've designed this new content, how do we inject the RNG into it in order to annoy and frustrate players so that only the OCD ones will ever finish it or find it fun?" Drops should be guaranteed. Period.
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This is a mechanism that all MMO (especially f2p) use to keep you in game as long as possible.
This does 2 things.
1- it artificially extends the length of content, so you don't feel "finished' and get bored quite as fast
2- the longer you are in game, the more likely you are to spend money on it.
Sadly the grind can really overshadow the fun, like this issue we have here in chult
last week i stop in frustration after i killed 12 mind whisper and no drop and few junks for all that effort. i am feeling more torches and pitchforks getting rowdy. please help calm down the players, you can see lot of upset players and getting bigger.
i agreed with seventaru, as post said, Grind get overshadowing the fun.
> Thing that gets me is the respawn rate. Very often...not 100%, but very..very..often..the named mob will spawn at a faster rate than its trash placeholders which serves to pretty much cater to the brats out there. By that..I mean..why run a camp(run=keep all the mobs down and arrive at their spawn points before, or a few seconds after their spawning), when you can simply run around someone else’s and take their named spawns without them knowing. Well, we know when we’ve been ganked* simply because the spawn rate of the camp gets all out of wack.
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> As someone who really enjoys spawn camping, and has spent the overwhelming majority of the past mod doing just that...it must be said that the spawn rates at best aren’t well thought out, and at worst cater to the mouth breathers, who feel their time too valuable to actually run a camp properly.
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> Simply put: Respawn should occur at a consistent time based upon when the mob died. Period. End of story. Anything else is shenanigans...
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> Additionally, trash mobs die too quickly (their dps is fine.. hp is lacking), and when that happens drop rates have to stay low to keep the market from flooding.
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> Between the time it takes to kill mobs, and the janky respawn rate,neverwinter has taken a solid play concept and effectively tanked it which is very frustrating.
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> camping wasn't fun in Everquest 1 and its still not fun today... no clue why game developers think its a good idea at all other than to completely and totally drive us insane... its not like we can even pay for lures... the whole mechanic is idiotic and dated
Yeah...that opinion is all you dude... I loved EQ.. too much really. And the only think really idiotic about Omu is the overwhelming tendency for names to often preceded regular trash...which caters to the Mountain Dew infused, dorito dusted, CoD~pieces who run around feeling entitled to other people’s camps.
..well that and the trash have no hp.. fewer things are more boring that walking in and blowing up a pack of mobs in 2seconds...I mean..what’s the point..so you can feel, ‘like a Real Man©️‘
...it’s no wonder people can’t make it up the hill in FBI when there’s no place to learn the fundamentals.
The big fail (pretty big one tbh) there is is "only" about the low spawnrate/droprate. When you have so many layers of RNG, there has to be a higher droprate in general. Legendary mounts from lockboxes are infinitesimal, but there's only one layer, so that's ok. The fact that spawnrate is ultra low, that the droprate of these rare mobs is very low, that the droprate of the hunts is kinda low, and the droprate of +5 rings is abysmal makes the whole system a not-fun-at-all grind, where it could be enjoyable.
Add the fact that you can't even put it on AH, in order to create a more stabilized market than todays GMOP/SMOP one, and your fail is there.
To compare, I prefer the Chult hunt design to the Barovian design, in terms of structure.
But, of course, I prefer Barovian hunts because wanted posters can be found on AH (big plus), and the Tarokka cards can make it very interesting to do.