For example New dungeons for 3.7k IL and best loot there for saling it in AH.
We really don't need more arbitrary ilvl gating. Everyone says they want hard dungeons but I can count the number of FBI runs going on at any time on my hands.
What we need is consistently better loot and BoE loot that is worth selling on the AH independent of its scarcity.
R.I.P Dungeons. Once all my keys are gone im not sure what exactly i will stick around this game for, a D'n'D game where getting to the end of dungeons and beating the boss makes you lose money...over it.
I had two runs only on preview with some mates. I understand that the excitement is ruled by the RNG because we didn't find anything exciting. More info about the drop rate would be appreciated.
Oltreverso guild leader Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
For example New dungeons for 3.7k IL and best loot there for saling it in AH.
We really don't need more arbitrary ilvl gating.
so? how you think devs can improove situation with dungeons?
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
To elaborate on something upthread, this new BtAoP/BtCoE bind behavior would probably be enormously appreciated if applied to items that are somewhat devastating to receive on a character that can't use them, when another of your alts could. Ostorian rings and all SH epic item drops spring immediately to mind. It would be a logical step in overhauling loot to make gameplay more rewarding, and one that I hope would not contradict the overarching itemization plan (whereas I see how other common requests sadly do).
For example New dungeons for 3.7k IL and best loot there for saling it in AH.
We really don't need more arbitrary ilvl gating.
so? how you think devs can improove situation with dungeons?
The only issue with dungeons is the terrible loot.
Difficulty complaints are made by a vocal minority that will never be satisfied. There are a lot of issues with balance that need to be dealt with before they think about making difficult content anyways.
Gating the best loot behind a high ilvl is a terrible idea because it just rewards players that don't really need it.
What they need are more moderate changes similar to the one they took when they added r8 enchants to the chests in CN. Stuff that has intrinsic value that won't be significantly affected by a relatively high drop rate makes the best loot.
As I said in my recent post-unbind Svardborg marks. It will be truly impossible to obtain legendary relic weapons after these changes. It is already near-impossible for most players now.
Unbinding the marks would be nice, but does absolutely nothing to address the poor drop rate for the legendary marks. I don't disagree with you, I just want to make sure no devs think that if they simply unbound the marks, it'll be fine.
Unbinding something that is going to require an unreasonable amount of grinding and money lost each time for the tiny chance of getting 1 of *30* required marks is like putting lipstick on a pig.
Lilia Drakon - PVE Executioner TR She Looked Lvl 18
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
The changes do not seem enough, varied, or farmable.
I simply fail to see what any or all hype is about at all.
You gave us HAMSTER, that we have to automatically take, that we cannot sell..
Why would anyone here be happy about this change.. its the same sort of nonsense that has started with mod 10.
The game , frankly was fine .. loot was ok.. your issue is you made Fishing and HEs worth doing 100 times more then dungeons.
None of this fixes that.. in fact it forces people into fishing and hes.. of course you could just nerf those.. as you seem happy to do with everything else , even remotely player sided in your game.
I really didnt expect anything else.. So im not that let down, but you your hoodwinked used car salesmen tactics are getting rather old.
Greetings Adventurers! As promised, when we rolled out the new dungeon key changes onto preview (and soon to the live game) we’d talk more about them. Below you will find a synopsis of changes we’ve made to the overall rewards, additions to rewards with a bit of what they do, and lastly the big reveal on how useful the “useful Items” tab can be! We’ll start with it first. I’ve recruited the help of @rgutscheradev and @ctatumdev#6113, who were the key designers on this important project, to help me gather data- and just wanted to give Kudos to them (and the rest of the team) for working so hard on this, and for you adventurers for working with us on these needed changes. So… Without further ado…
The New “Useful Items” Inventory Tab This tab is the new place for all of your keys and also misc. items you need to carry with you but not refer to often. Many of these items were the ones that were asked for by you. Specifically Fishing Poles, Black Ice Picks, Trowels, Khyeks, and other items you are given in game that you will use and have to carry around. Not only should this clean up your bags, but also helps organize these items and keys. This will not hold mission specific items, as those should be used up during quests. We’ve built this tab big enough that it’s essentially impossible for it to run out of space (for these kinds of items). If you somehow manage to fill it, please let us know!
Chest Reward Table Changes Dungeon chest Reward table changes for our existing endgame Epic dungeon key and Campaign key chests have been rebuilt to give out rewards, more varied and more often. This applies to all endgame PvE queued content: Epic Dungeons, Skirmishes, and Trials. * We’ve significantly increased the chances of the very rarest rewards (Artifacts, Legendary Rings). ** These items are still very rare, but they are much more common than before. Jerrod Glint’s Caveat: We understand that, long term, this may lower the Astral Diamond value of some of these items in the Auction House. But we felt that giving players a better chance to get these items was more important than maintaining high Auction House prices on them.
* There’s a chance to get one of the new dungeon-specific items (see below for details on those). * There’s also a chance to get a random artifact, artifact equipment, companion, mount, or miscellaneous item (including a chance to get some extra keys!), taken from an extremely large list of existing items from throughout the history of Neverwinter. ** There will be a higher chance to get one of these items in dungeons, skirmishes, or trials that take longer to complete. ** These items will be Uncommon (green), Rare (blue), or Epic (purple).
Some of the Cool stuff: Some of these items, especially when it comes to companions, haven’t been available in Neverwinter for a while. For example, there’s a chance to get a Cleric Disciple, the Sergeant Knox companion, or a Cambion Magus (these “out of print” companions have the same chance rate others of the same quality!). ** These items will be bound to account. Technical Note: For those who care (hey, you’re on the test server, right?): In the past, Neverwinter hasn’t really been able to give out account-bound items if they also bind to character on equip (like artifacts or companions). We now have that ability, and are using it for the first time here. If you and we like the results, we can give out more account-bound items in the future. That doesn’t mean we’ll always be giving out account bound items -- but it does mean we have more flexibility going forward.
What’s NOT going to drop? Well, we didn’t want things that players earned by doing some specific special task to be given away randomly. So a small number of items like the Yeti (specific in-game task), Silverback Bear (Foundry reward), and Angel of Protection (long-term Vault of Piety reward) are not going to be eligible.
New Dungeon-specific Items While not giving away the farm in Rothé valley, we do want to show you some of the new items available in the dungeons and skirmishes. Below is a quick list and a bit of teaser on the new items- you’ll have to guess where to get them. (Hint- you can check in Collections) Cambist’s Guantlets – Money-grabbing gauntlets that add a little spice to your attacks. Survivor’s Wraps – Gloves that have a heavy hit, but a mean backlash. Deepknight’s Brigandine and Psion’s Shroud – A defenseless chest piece that can increase your life expectancy. Historian’s Regalia – Robes that make Relic-digging look good. Lifesilk Spinneret – Armor that help keep you alive when you take control in battle. Zulkir’s Dreadnought – Robes that influence the dearly departed. Black Ice Treads – Boots that give a boost to your speed and a slip to your step. The Blackthorn – A sharp headpiece where the best defense is a good offense. Bloodlord’s Visage – A mask that feeds you power that’s to kill for. Brynnyr’s Demise – A mask that strengthens your weaknesses. Dragon Loyalist’s Visage – A draconic mask that aids your scaly companions. Jarl’s Gaze – A steely gaze that gains strength the more you resist the Everfrost. Picaroon’s Tricorne – A hat that shows that the best riches are only for those with a keen fashion sense. Draconic Guises – Draconic masks that infuse you with the dragons’ deeper desires. Shard of Permafrost – A shard so cold, it can freeze time and slow magical decay. Huntmaster’s Cloak – A cloak for the less experienced traveler. Energon companion – An unnerving ball of energy that feeds on the energy of your enemies. Bloodstained Shirt –A shirt that gives you strength when you have none.
Dungeon Loot Announcements But wait- there’s more! We’ve added a system that will announce in chat when people in your instance get especially cool loot. It’s not a global announcement, It’s just for adventurers in your instance, and It should only fire if someone gets something exciting (like an artifact), not for every bit of loot. It’s also an indicator that our new drop rates are in fact working as designed. * We’ve tried to draw the right line between what’s cool enough to announce and what isn’t. We want this to be fun, not annoying. * If you think we are announcing too many boring things, or if we are failing to announce some things that really are exciting, let us know! * Our design goal is that announced things are cool enough that, if you know somebody got that thing, you would say “grats!” * Also, let us know if you think the announcement should be bigger (eg, floating screen text). (NOT something you need to click on, though!)
Okay, well, that’s quite a bit of info I know, but as I mentioned we wanted to be able to provide you with as much information as we could. Now, if you have a chance, please go onto preview and check out the changes and give us feedback. Thanks again for teaming up with us on this adventure. Regards, M.K. and the Neverwinter team.
Thank you for the changes. I appreciate the useful tab section. It shows you have listened.
However, there is a big bugbear that has not been addressed: the dissatisfaction of the player base regarding RNG.
RNG = painful way to obtain anything in this game
Please remove/ameliorate RNG and allow a method to obtain items with sustained and cumulative gameplay. Sort of like the Seal of element/protector system. Each run should reward a certain progress towards that goal. If a run drops an item, then *that* will be a bonus.
Considering now we will be expending keys every run, I would prefer that each run will have value.
The excessive RNG in this game is making it feel like I am in more like a casino, rather than a game. Nevercasino does not have a 'nice' ring to it.
thank you for the new inventory tab for keys and some other items! that sounds fine! as for the new loot table in dungeons without peeking, i wonder how it will work out... just curious. ^^
Although it wasnt asked for, I think a simple solution to boe, btc, and bta would be to combine them. For example: lesser resonance stones. In your inventory youd have the symbol for a lesser resonance stone(if you have any). Youd click on it, and it would expand depending how many of each type you have in your inventory.Then you can click on which one youd like to use. With this system, youd save ALOT of bag space because each individual item would take up only one slot, regardless of how many boe, bta, btc variations you have.
The changes do not seem enough, varied, or farmable.
I simply fail to see what any or all hype is about at all.
You gave us HAMSTER, that we have to automatically take, that we cannot sell..
Why would anyone here be happy about this change.. its the same sort of nonsense that has started with mod 10.
The game , frankly was fine .. loot was ok.. your issue is you made Fishing and HEs worth doing 100 times more then dungeons.
None of this fixes that.. in fact it forces people into fishing and hes.. of course you could just nerf those.. as you seem happy to do with everything else , even remotely player sided in your game.
Totally agree x 1000000 RIP dungeons, hello fishing =(
useful items tab is a fantastic idea and will alleviate a lot of the stress in inventory management. Big win for the players thank you!
As for the dungeon key items being bound to account...... this is not only a bad idea but is bad for the game in general in the long run. No rare item should be bound to anything especially artifacts or companions that are being pulled using REAL MONEY zen keys (legendary dragon). Personally I was hoping a change in the attitudes to shift more away from this love affair with bound items (since this is designed to shrink the revenue stream for the f2p player), however it doesn't seem that this attitude will change going forward. Overall good changes marred by this glaring flaw that ruins any good that will come from increasing the loot tables and drop rates from chests in dungeons. This will likely erode the player base even further. Sorry guys just being honest.
ALL this time you developed what here? my key will get consume for this garbage?
Players were somewhat intrigued by the "cursed" or quirky items introduced in Stronghold HEs, though I would remind the devs that HE rewards don't cost anything to open. (BTW, can we please get the SH HE epic drops changed to this new type of binding? BtC on the wrong character sucks. TYVM)
Ugh... I think I just inadvertently made a point in favour of HEs. Sorry.
I would love to see the bind state changed for the HE equipment! Even better add them to the dungeon reward list ,with this new bind state, at item level 150 like these new items.
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0
arcticblitzMember, NW M9 PlaytestPosts: 126Arc User
I believe your teams has lost sight of some of the issues during implementation.
players want value for their money / time as Zen Keys / campaign keys are worth 25,000AD per key. there needs to be at least 25k worth of usable value every time you use a key, now there will be some player who believe this should be sale-able value which would be nice but you end up in an infinite loop of keys which is virtually the same as peaking. my suggestion is bonus bound universal RP given when lower tiers of loot are received (everything below Legendary / Artifacts ect) , last time i checked a stack of peridots has an 0.35 AD to 1 RP ratio based on this:
25,000AD is 71,428 of RP remove from that the salvage value of the the lower tiered items (@ max AD Bonus) for arguments sake lets say 4000AD or 11,428RP. so the player is due 60,000 bound RP, I'm sure most players would be happy with this.
I see the pros as : Players wanting to buy keys AD into the RP market is moved into the zen market Players rewarded for running content Assists in character progression to path way into harder content
Cons :
RP Market may crash
The other issue is RNG for desirable items, there needs to be a Seal system for these types of items given as a bonus when not receiving a desirable item drop. Again this would add value to the Key
Blitzy : PVE only Barbarian
Martin ConDion PVE only Ranger Guild Founder: -HunterS-
Im warning your. These changes will make people only run dungeons when they have a free key. That means people will play less and thats a downward spiral you do not want to start.
Im not spending my time in a dungeon unless I know i have a fair chance of getting something good and the very minimum a small profit. And a small profit means that it should cover the key cost + additional profit ontop of that 25k.
You do realize that we run the dungeons to make PROFIT right? If I cant even get the cost of the key back after a 30-60 min dungeon run, then thats clearly the opposite of profit. And by fair chance I mean i dont want to run CN 150+ times without even seeing anyone in the party getting the artifact (and yes thats a true story).
I believe your teams has lost sight of some of the issues during implementation.
players want value for their money / time as Zen Keys / campaign keys are worth 25,000AD per key. there needs to be at least 25k worth of usable value every time you use a key, now there will be some player who believe this should be sale-able value which would be nice but you end up in an infinite loop of keys which is virtually the same as peaking. my suggestion is bonus bound universal RP given when lower tiers of loot are received (everything below Legendary / Artifacts ect) , last time i checked a stack of peridots has an 0.35 AD to 1 RP ratio based on this:
25,000AD is 71,428 of RP remove from that the salvage value of the the lower tiered items (@ max AD Bonus) for arguments sake lets say 4000AD or 11,428RP. so the player is due 60,000 bound RP, I'm sure most players would be happy with this.
I see the pros as : Players wanting to buy keys AD into the RP market is moved into the zen market Players rewarded for running content Assists in character progression to path way into harder content
Cons :
RP Market may crash
The other issue is RNG for desirable items, there needs to be a Seal system for these types of items given as a bonus when not receiving a desirable item drop. Again this would add value to the Key
I think bound preservation wards would be the best item to add. RP is expensive and it would be nice to see the market reigned in a bit but after you've got all your RP you're stuck buying your marks and then you sit there crying as you burn through 50+ wards on one upgrade. It's the one part of the game where they can throw a large amount of value at players and it won't matter because the odds are so terrible that it's a drop in the bucket compared to the overall number of wards you'll need.
Im warning your. These changes will make people only run dungeons when they have a free key. That means people will play less and thats a downward spiral you do not want to start.
Im not spending my time in a dungeon unless I know i have a fair chance of getting something good and the very minimum a small profit. And a small profit means that it should cover the key cost + additional profit ontop of that 25k.
You do realize that we run the dungeons to make PROFIT right? If I cant even get the cost of the key back after a 30-60 min dungeon run, then thats clearly the opposite of profit. And by fair chance I mean i dont want to run CN 150+ times without even seeing anyone in the party getting the artifact (and yes thats a true story).
the RNG in this game has to DIE.
Yep, exactly. Go one CN, burn 1 greater demonic key, 1 daily free key, get s..t and thats it. If you have 3 VIP keys, you can do 3 more runs with 1/2 reward, or can farm free Tuern chest, till your brain dies. If you have more chars, you can repeat this. Not my case. It seems I will have more free time. And that is not bad after all.
Svatá Prdelka game - Human/real life - ??? OP 18k+ Devotion/Justice - Light
There should be a bound to character tab that expands infinitely, that way we can carry the 5 billion different armor pieces you're about to come out with.
I fear that this system is flawed, you seem to be trying to hard to make something that cannot work, to actually work. All these different, crazy keys for every dungeon, with high creation times, this defeats the purpose of actually playing the game. Imagine clearing Valindras Tower, slaying all her armies and Valindra herself in say 15 min, only to be met by the ultimate boss the Chest which requires 20h to "beat", thats ridiculous. Maybe a solution would be if dungeon chest would simply be treated as another type of lockbox that you can actually pickup and stack, only this time you would have an option to open this by a self created key(time consuming one). This would perhaps let players feel like they aren't losing loot from running the dungeons. But as a whole, the key idea is imo flawed and will never actually work. As things were now, with the peeking, was more of a system as if there were no keys, since rarity is ridiculously high and that pretty much requires you to carry only few keys which you rarely use. There must be other ways to have a lootsystem and a way for the company to make money, how are other games doing it?
3
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Feedback: Key Changes+Loot System.
When I took a 2 month break from this game, 1 of the games I played was Tera. In Tera, the dungeon system has a hard cap on the number of end game dungeons you can run per day, whereby you can only do 2 of each per day. This was ultimately 1 of the main reasons I stopped playing Tera, because when I play an MMO, I like to SPAM dungeons and by forcing me to stop, you are taking away the content that I enjoy. You are literally limiting the fun I have in the game. These key changes feel a lot like that hard cap, except it is a lot clunkier. Imo, this system is even worse than the system in Tera, because it forces you to keep running campaigns (which I hate doing) to make keys, to make dungeons drop anything. Furthermore, when they do drop something, 99% of the time, it is absolutely nothing.
I said it before and I will say it again. Until the rewards inside of the special chest are worth more than the value of the key you use to open it, you are effectively killing off the running of dungeons. Also, I feel REALLY sorry for those people who don't already have their legendary marks, because now, they likely NEVER will have them. Nobody will want to accept those chests with these changes, because the rewards are so garbage that it is never justified and if you think people will spend 5 hours farming free keys doing fishing and HEs, just to run 5 eSVAs, I don't know what you have been smoking.
Ultimately @mimicking#6533 you have NOT listened to player feedback and this system is no better than when you originally proposed it. None of that gear is unbound, it is still directly connected to RNG and hardly any of it is worth it.
When I took a 2 month break from this game, 1 of the games I played was Tera. In Tera, the dungeon system has a hard cap on the number of end game dungeons you can run per day, whereby you can only do 2 of each per day. This was ultimately 1 of the main reasons I stopped playing Tera, because when I play an MMO, I like to SPAM dungeons and by forcing me to stop, you are taking away the content that I enjoy. You are literally limiting the fun I have in the game. These key changes feel a lot like that hard cap, except it is a lot clunkier. Imo, this system is even worse than the system in Tera, because it forces you to keep running campaigns (which I hate doing) to make keys, to make dungeons drop anything. Furthermore, when they do drop something, 99% of the time, it is absolutely nothing.
I said it before and I will say it again. Until the rewards inside of the special chest are worth more than the value of the key you use to open it, you are effectively killing off the running of dungeons. Also, I feel REALLY sorry for those people who don't already have their legendary marks, because now, they likely NEVER will have them. Nobody will want to accept those chests with these changes, because the rewards are so garbage that it is never justified and if you think people will spend 5 hours farming free keys doing fishing and HEs, just to run 5 eSVAs, I don't know what you have been smoking.
Ultimately @mimicking#6533 you have NOT listened to player feedback and this system is no better than when you originally proposed it. None of that gear is unbound, it is still directly connected to RNG and hardly any of it is worth it.
+1 Exactly my thought.
Svatá Prdelka game - Human/real life - ??? OP 18k+ Devotion/Justice - Light
Everyone is talking about fishing in hopes of making the loot changes better. The only thing they are gonna do is "introduce" a bug in fishing and nerf it, so you will be forced to farm dungeons.
Comments
We need GOOD loot in hard dungeons!
For example New dungeons for 3.7k IL and best loot there for saling it in AH.
What we need is consistently better loot and BoE loot that is worth selling on the AH independent of its scarcity.
More info about the drop rate would be appreciated.
Oltreverso guild leader
Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Difficulty complaints are made by a vocal minority that will never be satisfied. There are a lot of issues with balance that need to be dealt with before they think about making difficult content anyways.
Gating the best loot behind a high ilvl is a terrible idea because it just rewards players that don't really need it.
What they need are more moderate changes similar to the one they took when they added r8 enchants to the chests in CN. Stuff that has intrinsic value that won't be significantly affected by a relatively high drop rate makes the best loot.
Unbinding something that is going to require an unreasonable amount of grinding and money lost each time for the tiny chance of getting 1 of *30* required marks is like putting lipstick on a pig.
She Looked Lvl 18
Here is my Blog
I simply fail to see what any or all hype is about at all.
You gave us HAMSTER, that we have to automatically take, that we cannot sell..
Why would anyone here be happy about this change.. its the same sort of nonsense that has started with mod 10.
The game , frankly was fine .. loot was ok.. your issue is you made Fishing and HEs worth doing 100 times more then dungeons.
None of this fixes that.. in fact it forces people into fishing and hes.. of course you could just nerf those.. as you seem happy to do with everything else , even remotely player sided in your game.
I really didnt expect anything else.. So im not that let down, but you your hoodwinked used car salesmen tactics are getting rather old.
However, there is a big bugbear that has not been addressed: the dissatisfaction of the player base regarding RNG.
RNG = painful way to obtain anything in this game
Please remove/ameliorate RNG and allow a method to obtain items with sustained and cumulative gameplay. Sort of like the Seal of element/protector system. Each run should reward a certain progress towards that goal. If a run drops an item, then *that* will be a bonus.
Considering now we will be expending keys every run, I would prefer that each run will have value.
The excessive RNG in this game is making it feel like I am in more like a casino, rather than a game. Nevercasino does not have a 'nice' ring to it.
as for the new loot table in dungeons without peeking, i wonder how it will work out... just curious. ^^
useful items tab is a fantastic idea and will alleviate a lot of the stress in inventory management. Big win for the players thank you!
As for the dungeon key items being bound to account...... this is not only a bad idea but is bad for the game in general in the long run. No rare item should be bound to anything especially artifacts or companions that are being pulled using REAL MONEY zen keys (legendary dragon). Personally I was hoping a change in the attitudes to shift more away from this love affair with bound items (since this is designed to shrink the revenue stream for the f2p player), however it doesn't seem that this attitude will change going forward. Overall good changes marred by this glaring flaw that ruins any good that will come from increasing the loot tables and drop rates from chests in dungeons. This will likely erode the player base even further. Sorry guys just being honest.
Traxus Atheanes GF
Bastiel Atheanes DC
Ellara Atheanes CW
Keira Atheanes TR
Sarasin Atheanes SW
Jerkface McGee HR
-MANTARA- OP
I believe your teams has lost sight of some of the issues during implementation.
players want value for their money / time as Zen Keys / campaign keys are worth 25,000AD per key. there needs to be at least 25k worth of usable value every time you use a key, now there will be some player who believe this should be sale-able value which would be nice but you end up in an infinite loop of keys which is virtually the same as peaking. my suggestion is bonus bound universal RP given when lower tiers of loot are received (everything below Legendary / Artifacts ect) , last time i checked a stack of peridots has an 0.35 AD to 1 RP ratio based on this:
25,000AD is 71,428 of RP
remove from that the salvage value of the the lower tiered items (@ max AD Bonus) for arguments sake lets say 4000AD or 11,428RP.
so the player is due 60,000 bound RP, I'm sure most players would be happy with this.
I see the pros as :
Players wanting to buy keys
AD into the RP market is moved into the zen market
Players rewarded for running content
Assists in character progression to path way into harder content
Cons :
RP Market may crash
The other issue is RNG for desirable items, there needs to be a Seal system for these types of items given as a bonus when not receiving a desirable item drop. Again this would add value to the Key
Martin ConDion PVE only Ranger
Guild Founder: -HunterS-
Im not spending my time in a dungeon unless I know i have a fair chance of getting something good and the very minimum a small profit. And a small profit means that it should cover the key cost + additional profit ontop of that 25k.
You do realize that we run the dungeons to make PROFIT right? If I cant even get the cost of the key back after a 30-60 min dungeon run, then thats clearly the opposite of profit. And by fair chance I mean i dont want to run CN 150+ times without even seeing anyone in the party getting the artifact (and yes thats a true story).
the RNG in this game has to DIE.
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
game - Human/real life - ???
OP 18k+ Devotion/Justice - Light
All these different, crazy keys for every dungeon, with high creation times, this defeats the purpose of actually playing the game. Imagine clearing Valindras Tower, slaying all her armies and Valindra herself in say 15 min, only to be met by the ultimate boss the Chest which requires 20h to "beat", thats ridiculous.
Maybe a solution would be if dungeon chest would simply be treated as another type of lockbox that you can actually pickup and stack, only this time you would have an option to open this by a self created key(time consuming one). This would perhaps let players feel like they aren't losing loot from running the dungeons.
But as a whole, the key idea is imo flawed and will never actually work. As things were now, with the peeking, was more of a system as if there were no keys, since rarity is ridiculously high and that pretty much requires you to carry only few keys which you rarely use. There must be other ways to have a lootsystem and a way for the company to make money, how are other games doing it?
When I took a 2 month break from this game, 1 of the games I played was Tera. In Tera, the dungeon system has a hard cap on the number of end game dungeons you can run per day, whereby you can only do 2 of each per day. This was ultimately 1 of the main reasons I stopped playing Tera, because when I play an MMO, I like to SPAM dungeons and by forcing me to stop, you are taking away the content that I enjoy. You are literally limiting the fun I have in the game. These key changes feel a lot like that hard cap, except it is a lot clunkier. Imo, this system is even worse than the system in Tera, because it forces you to keep running campaigns (which I hate doing) to make keys, to make dungeons drop anything. Furthermore, when they do drop something, 99% of the time, it is absolutely nothing.
I said it before and I will say it again. Until the rewards inside of the special chest are worth more than the value of the key you use to open it, you are effectively killing off the running of dungeons. Also, I feel REALLY sorry for those people who don't already have their legendary marks, because now, they likely NEVER will have them. Nobody will want to accept those chests with these changes, because the rewards are so garbage that it is never justified and if you think people will spend 5 hours farming free keys doing fishing and HEs, just to run 5 eSVAs, I don't know what you have been smoking.
Ultimately @mimicking#6533 you have NOT listened to player feedback and this system is no better than when you originally proposed it. None of that gear is unbound, it is still directly connected to RNG and hardly any of it is worth it.
game - Human/real life - ???
OP 18k+ Devotion/Justice - Light