[Focus Feedback & Bug Reporting] Expedition Mutators

Greetings Adventurers,

With this PTR release, we are introducing a new end-game feature: Expedition Mutators!

Expedition Modifiers: Mutators

With this PTR release, we are introducing a new end-game feature: Expedition Mutators! Mutators change the familiar by augmenting “Elite” and “Named Enemies” found within expeditions, changing the way encounters play out and what strategies players should consider before battle. And as combat changes, so do the rewards! New bespoke gear can be found, providing additional means to increase your power level.

This system is intended to rotate through a unique combination of expeditions and mutators each week, with 10 difficulty levels per Expedition Mutation. Players will be challenged to climb the ladder, with the aim of eventually reaching the max difficulty. However, during this PTR cycle, these rotations will be placed on an accelerated schedule so that everyone will get a chance to play a variety of mutations on several end-game expeditions.

Please be advised that “Recommended Gear Score’” levels for a Mutated Expedition is important, as it directly factors into enemy scaling — and by consequence, your chances of success.

We expect higher difficulties to be extremely difficult, and so we will be very interested in group outcomes and scores — especially from those who consider themselves highly competitive or highly skilled. To accommodate for this month’s PTR playtesting, players will be given a starting 600 Gear Score loadout.

Entering a Mutated Expedition
On the PTR, all players will be issued a generous sum of keys to run expeditions.

Upon approaching and interacting with the expedition menu, players will be able to see the type of mutator available, the mutation level, Gear Score recommended to advance, and lastly if they meet qualifications for entry.

Scoring & Advancement
Score is performance based, taken from a combination of categories. Score is also a shared value for group members.
The following categories count towards the group’s overall score value:

  • Time: The better the time, the better the score. Calculated at the end of a run.
  • AI Kills: A target value for killing a predetermined amount of enemies within the expedition.
  • Takedowns: A target value for killing “Named Enemies” within the expedition.
  • Team Wipes: Each team wipe during a boss fight reduces the score by a significant amount.
  • Respawns: Each respawn reduces the score by a moderate amount.

There are also Bonus Multipliers for run efficiency, minimal respawning/wiping, speed, and taking down all targets. These are calculated at the end of the expedition run. The score ranks are Bronze, Silver, and Gold.

Advancement through each mutator difficulty level requires reaching a predesignated level of proficiency within the highest achieved level. Higher scores mean advancement to higher difficulties, which in turn lead to bigger rewards.

Did you encounter a new gameplay bug, stability issue, or performance problem with Expedition Mutator content? Let us know below! Be sure to check out more Mutator variants every 48 hours.

During your playtest of Expedition Mutators, we’d like to emphasize feedback centered around the mutations, readability, scoring, difficulty, etc…

Please report related bugs and pieces of feedback regarding this experience from the PTR here. Thank you!

If you are experiencing a bug, please utilize the following template:

  • What is your character name in the PTR:
  • What server/world did you experience your issue on:
  • Describe the issue you are experiencing:
  • Is this a bug or an exploit:
  • (if a bug) How did the issue effect your gameplay:
  • (if a bug) Were you able to recover from the issue:
  • (if a bug) Please include a screenshot or video of the issue that you have experienced:
  • What are the steps to reproduce the issue as you experienced:

You can find resources on how to leave good feedback in the How to Give High Quality Feedback post.

Your help in keeping feedback unrelated to the issue above regarding the Expedition Mutators out of this focus thread is much appreciated!

Thank you for helping make New World the best game it can be!

See you in Aeternum!

As this intended for information gathering and not strictly for discussion, we are enabling slow mode for this post, thank you for your understanding!


As a note, currently, expeditions are on an accelerated mutation rotation schedule, specifically for the PTR to ensure that players will be able to test the most amount of combinations available.

Expedition Mutations will change every 48 hours, approximately at about 1:30pm PT / 4:30pm ET / 10:30pm CET. The cycle repeats as follows: The Dynasty Shipyard → Garden of Genesis → The Lazarus Instrumentality


super excited!

1 Like

Are there any plans to make orbs easier to craft/acquire? The current system makes it difficult to repeatedly run the dungeons throughout the week. This is the only instanced PVE end game content and now that there is more reason to run them, it would be nice to be able to run them more often.


Can we get clarity on the need for different equipment sets in order to complete specific mutations? It’s absolutely horrific to manage several armor sets in this game, and the cost of crafting BIS equipement is off the charts to begin with.

More challenging mechanics are fun. Requiring people to craft a fire set, an ice set, etc, just for the sake of making the game feel “challenging” is misguided to say the least. That’s called busy work and boring, not challenging.


Hey, based on the current model, we will only be able to upgrade 600GS equipment.
That means that <600 equipment will rapidly become obsolete.

I feel this is a real bummer.
I have 500 hours played, and no 600GS item yet. But I have 585-599 items with good perks, on which I spent all my coins really. I couldn’t have afforded to buy Voidbent gear, unfortunately.

Please don’t poop on us too hard :frowning:


It’ll be nearly impossible to be able to get to Mutator 10 (going from 1->10) a week at the current rate of limitation for crafting and acquiring mutator orbs. Please increase the availability of mutator orbs, it’s going to be super important

  • What is your character name in the PTR: MariPTR
  • What server/world did you experience your issue on: US East PTR 1
  • Describe the issue you are experiencing: When using the Javelin skill, pressing the skill button itself initially works as expected - ie the spear is brought up to the characters’ shoulder and the crosshair changes. However, when subsequently attempting to throw the spear, the projectile fails to materialize. This does not appear to be a visual bug - enemies that would be in the path of the javelin do not take damage - the javelin simply does not appear to come into existence following execution of the skill. Repro’d in Mutator 1 dynasty as well as open world (standing outside in ebonscale reach).
  • Is this a bug or an exploit: bug
  • (if a bug) How did the issue effect your gameplay: i was unable to use javelin, which made me sad
  • (if a bug) Were you able to recover from the issue: nope, i am still unable to use javelin, and i am still sad
  • (if a bug) Please include a screenshot or video of the issue that you have experienced: i don’t have this, sorry
  • What are the steps to reproduce the issue as you experienced:
  1. equip a spear, put a skill point into javelin
  2. attempt to use javelin skill, encounter bug described above

Dungeon orbs , mutator orbs , mutators keys , mutator codex …

Like what ? Just let us play the game remove all that .

How much more people need to tell you that.
Or do you want us to take this patch as a no ?

Then why ask for feedback just do what you want until the game isn’t sustainable anymore.


(Buff Life staff Please) This dungeon mutations is really hard i love it.In PTR i can see our life staff healing ability not good for this dungeon system you guys nerfed for pvp but in pve we are really suffering!

Please hear my voice
Thank you.


1 week rotation is wayyy to much time, give it 24 hours or 48 at max on the main client

Please consider locking equipped items and/or attribute point allocation for the duration of a mutated expedition run. The current system allows swapping weapons and perks within an expedition run - I feel like this can lead to degenerate optimization centered around swapping between multiple gearsets at various points in the dungeon instead of allowing groups to focus on a team composition suited to the expedition as a whole.


You are moving into the wrong direction with this update.


What is the buying Cap for Mutation Orbs from the Faction Vendor? you cant level up to buy them so it isnt visible


Mutator orbs on top of regular expedition orbs? And you can only make one per week?

This is too simple, why not make it more difficult? You have to loot elite chests (10% drop chance) until you get 3 pieces of pre-requisite orb , so that you can THEN craft a mutator orb!

  • What is your character name in the PTR: RubyPTR

  • What server/world did you experience your issue on: PTR US East

  • Describe the issue you are experiencing: Indomitable Promotion effects start at Tier 2. specifically, Vampiric II is there from the start. The rest of the logic for the other modifiers should mean it starts at Vampiric I for Level 3, and bump up to Vampiric II at Level 6. This seems unintended.

  • Is this a bug or an exploit: Bug

  • (if a bug) How did the issue effect your gameplay: Minor.

  • (if a bug) Were you able to recover from the issue: N/A

  • (if a bug) Please include a screenshot or video of the issue that you have experienced:

  • What are the steps to reproduce the issue as you experienced: View Expedition Menu.

Feedback on expeditions right out the gate: The keys are to expensive to make in many regards: Motes are used for so many things, so availability is low, and price is high. And then you even ask QUINTESSENCE for the Lazarus one.
Some of the totems take a long time to gather. The corrupted runes only drop twice a day from a few specific crates… And you need 3 to craft the thing.
And then the craft timer: Cause even if you have plenty of mets, you are blocked by this timer that tells you to wait a bit with playing the game.

All very annoying, and its gonna hurt the excitement for these mutators.


you are able to purchase it from the faction store for 10,000 faction tokens & 1000 coins

dynasty chests drop item level 503 in mutation level 1, level 2 mode. Let’s wait for a solution.

1 Like

Suggestion - increase availability of mutator orbs while reducing the rewards per run from mutator expeditions. This allows players to progress through expedition gameplay while preserving the lifetime of the content.