It would be good if they removed the craft CD, the BoP on required crafting items and the BoP on the orb.
It’s a crafting game (on top of everything else). Making all the stuff for the orb increases my stone cutting levels so why not. It also encourages me to do questing I may not do otherwise because I need the items for crafting. If you don’t want to then you can do other stuff to make money and buy everything off the TP. This is how these games work. Most of us enjoy all the minutia.
The only thing I would argue is reduce the cool down a little. People like running dungeons and quite frankly the loot isn’t that amazing so if you have to WM dungeon loot you should be able to run it more.
I am not a fan of dungeons, so I don’t care.
BUT…if I were a game developer, the last thing I would do is make accessing the content more difficult.
It just seems like the entire idea is stupid to me.
It would be better, I think, if anyone could access the dungeons any time they want, but maybe have a major loot chest at the end that could only be accessed with an Orb, or key, or whatever, as a bonus reward.
Could be alot better but I’ve no problems atm. Costs are manageable and 5 laz 15 genesis runs are enough for a week
The last time I did a dungeon was storyline 2 months ago about. The crew ran through the dungeon like noone should be able to see it, then booted me at end to try to make me not get credit. They were green I wasnt…
I got credit, but also left me with the sense I don’t want to do dungeons and play with people like this. So I haven’t.
This. I have no problem with the orb mechanic in itself, better yet, I think it’s a good addition to the crafting system of this game. But make it bind on equip for one. Secondly, I’d like to add to that to require ALL dungeon members to need one orb instead. And rather let 1 craft produce 5 orbs to compensate for that (or alternatively, reduce ingredient count per orb by 5).
The mechanic is complete dogshit as it is implemented currently. The rewards are not worth the effort. Also, they should be an option to make loot better, or choose mutations, not lock people out from doing the dungeon.
Tuning Orbs: One of the reasons I quit the game after 300 hours of playing.
In its current state its horrible. The upper dungeons are heaven for trolls and griefers. It could have been reasonable if all the components were tradeable but the hard to get ones are not. Once my quest orbs run out the dungeons are not an option unless something changes. I’ll just keep stockpiling the materials i gather.
It’s just more senseless time gating, preventing people from playing some content. I see what they were going for but it a giant flop.
On a more or less dead server the Orb mechanic sucks hard.
Going for small Portals solo takes ages to collect the needet mats to build 1 key.
And big portals? nobody runs “big” portals in Myrkard, Shattered mountain or Reekwater. There is no trololol 20 player Zerg. So you have todo the small ones solo
This makes is nearly impossible to craft the Tuning Orbs. Gettin 3 Corrupted Sliver out of 1 Corrupted Portal in Reekwater (lvl 65) and getting 0 out of the small portals sucks hard if you have to craft them up to Corrupted Lodestone. Getting your hands on 120 Corrupted Sliver just doesnt isnt funny on our server.
IF this items coud be sold in the auction house like every other crafting resource would make a LOT of sense.
Pretty sure the orbs are in the easy range of crafting compared to other stuff. Just a little bit of grind, that’s it.
Love it haven’t made one since beta.
One thing I do like about the orbs that I initially overlooked—> taking the time to get materials to craft the orb make you valuable. Think if your weapon combination is underperforming in a typical game players would look for another “spec” that can dps higher instead of taking you. The orb system ensures that even underperforming specs are welcome in dungeons. In fact if you have the orb they might even pay you to come along. Outside of this I can’t think of many things I like about the system, but I thought this has a ton of value.
It’s simple, clearing breaches is a perfect low-level expedition to gather azoth, XPs, gold and gear to sell. You can do that before you can do Amrine.
IMO, end game dungeon orb should be reset the orb quest weekly, so people can do quests to get one free entry per week if they want more than craft.
I haven’t done any of the high level dungeons precisely because the orb is WAY too annoying to make to do a dungeon and get nothing interesting or unique out of it.
Though I agree with the idea of doing certain world content or even the crafting of the key itself, bound materials and tons of materials makes the the barrier for dungeon entry objectively enormous compared to ALL games out there. Like,dungeons are not worth the trouble at all.
I can’t be bothered to farm 1,000 level 25/35/45 corrupted portals per week to try and make my orbs. I go with others who have keys, but I imagine we are going to run out soon enough and most people don’t run corruption portals because it is miserable, no reward, mind-numbing agony. Long story short, I absolutely hate the orbs, but mostly because of the corruption portal/sliver/shard grind part of it.
Never done it for this reason and ive played so much, even more reason to no do it, is because the keys are so valuable and you should save them until you have max watermark or your drops will be wasted. Actually the worst idea ive ever seen in an mmo.
You know, I think you are absolutely right. I haven’t seen or heard of a worse system in all MMOS out there
There’s a reason why game companies want dungeons to be accessible to the point of showing their entrance through important quests and all. NW went the opposite way there. Although I do think an extra step is good to keep the world outside alive, the grind is too insane. Like way too revolting