Mutations limits

My guess is they will watch the telemetry and see how many people actually hit the 25 cap. If it’s a big enough percentage of the playerbase, they will probably increase the cap. If not many hit it, then it will remain the same. I’d imagine they don’t want to design game features to accommodate the extreme sides of the spectrum.

Gen it’s good for pvp gear. We run it casual and loot everything for 15 min. Rarely it goes to 18-20 if we lazy and play some experimental builds. Gotta put in few min for salvaging and checking loot in between runs. I’f it’s weekend + bad weather so no fun out door activities then someone will hit cap for 2 days :joy:. You can even hit the cap for a day but I personally will get totally bored to do it in a day

Bump. Been calling it since the dev video.

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If DR’s on rewards are too hard to create then just make the limit based on opening.

At 15 dungeons take the loot luck down a bit on the specific player and then every 5 after take it down even further.


15/20/25 → -5% luck/-15% luck/-25% luck


30/40/50+ → -35% luck/-45% luck/-60% luck


If you’re worried about umbral farmers then cap the amount of gold rewards they can recieve. If they get gold 20 times, default all gold runs to silver reward and after 20 silvers, default all silvers to bronze

the gold is already only 750 each dungeon and can be left alone.

With 3 mutatons orbs a week, 5 people could run 15 muts a week let alone doing reg dungeons to farm shards.

Now it’s just 20 total regardless of who can open it.

At least let players who ran the 25 already be able to join teams that haven’t ran out yet & fix the issue to where if you open your last run then leave, you can’t join back in because it says you’ve reached the limit.

There’s a better proposal on the table. If shard selling the root of all evil and AGS want’s it gone. Fix it so you:

  • Can’t vote kick someone in combat.
  • Can’t invite someone while in combat.
  • Prorate umbral shard rewards based on the number of named enemies that individual completed compared to the required in the instance.

That said…

I’m sitting at five remaining mutations essentially 2.5 hours of mutations this week. I haven’t sold a single shard. I’ve only rand dungeons with different static groups of which I am part of two all full guild groups. I tank one and dps in another so I end up having to put together multiple sets of gear to contribute in each dungeon in both groups. Today is one of our two open guild days wheer we do signups and take new folks into mutations and what not and help them learn how to progress. We did 3 runs and I had to tell them I couldn’t do a fourth because i had to save my lockouts for my static group tomorrow. We’ll end up wiping out those five in about 3 hours and then I won’t have any for Monday.

I know I’m an outlier but I’d love to go run some mutators as a healer and learn a new role and see a new perspective but I can’t. I’m geared for it, i have the mechanics down, but I simply can’t afford to go spend my mutations running M1-M4 with pugs for “fun” knowing i’d be giving up the 4-6k shards on the M10 i’d get tomorrow.

If shard selling isn’t the reason for the cap - then just get rid of it. Stop gatting the content players want to play. If players can OPR, Arena, Invasion, War as much as they want each week based on available opportunities so should players who want to run mutations.

I thought their solution was 25 mutations per person per week? So a person can only open 25 mutations per week but in a group that’s 125 mutations per week. What happened? The game is so stale without spamming expeditions. I was finally happy that we got merged into a bigger server and have more people to play expeditions with but now there’s this cap. It’s ridiculous, I can’t even help my lowbie friends with their mutations.

Could we please have EACH PLAYER open 25 mutations PER WEEK. It’s a simple change.

I have to agree, there is no reason for someone whos already at m10 to help out other players trying to climb the m1-10 ladder without undermining their own interests.
Now I am extremely selective about who I run my m10s with now and has started keeping notes on people to avoid having in my runs, if the devs want to encourage elitism then this is the way to do it.

Shard sellers provide a valuable service to those who can’t play the game as much and just want to war log, let the people who actually play the game reap the rewards.

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So I’m assuming the reason they wont increase the limit is because dungeons drop really good loot now and if we could run 125 mutations a week we’d destroy the economy quickly. For some reason people think it’s shard sellers but if I’m being honest shards don’t affect anyone in the game at all. Maybe someone got 625 through shard buying and so they suck at the mutation but that’s it. Anyone complaining about shard sellers is an idiot because it doesn’t impact the game the way they think it does. Now the loot from these m10’s do. As for a solution, only one I see is increasing the loot quality and decreasing the drop rate of legendaries as a balance.

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It still requires you to do mutateds to get that loot. Those who are in bis dont need it. Those who arent could very well use it. New/returning players are already behind in progress, and the power difference between someone who never stopped and someone who is new/did have a break is massive. Dont see why it would hurt anyone to help people catch up. Unless you enjoy being the strong one in an unfair fight.

It’s not open 25 per week. It’s ENTER 25 per week.

It used to be 3 orbs per person per week and only cost 1 person 1 orb. So you could convcievably do as many mutations as you want as long as someone paid the orb cost.

I know it’s ENTER 25 per week but what I was saying was I thought the devs clarified in previous patch notes/video that it is OPEN 25 muts per person per week BUT that isn’t the case and I am very disappointed.

It needs to be OPEN 25 muts per player so:

  1. Experienced players can help out new players/expeditionists.
  2. Help out friends, company members, PvE community by allowing them to join random groups

Otherwise, this game is becoming more and more EXCLUSIVE and selfish each patch. New World devs are separating players who have plenty of time to game and who are good at the game to players who have less time to game, who are new to the game and players who need extra support from fellow players. If we keep doing these changes, at the end of the year the game will be a solo game or 5 man game because of all the limitations the developers are putting in. This is an MMO, where is the sense of community? We are already divided due to being part of DIFFERENT FACTIONS. Fix it, please.

If the choice is less rewards than now for first 25 inorder to open up more attempts. Then i vote keep it how it is. The rewards for time is right, finally.

The ONLY feedback ags should walkaway with is removing the limit AND if absolutely necessary reduce rewards after the first 25.

Imo - just cap umbral shards at 150k a week and leave drops alone.

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Has there been any sort of feedback to this discussion? from Devs, any responses at all?

No, not really, they are totally fine with mutated enjoyers not logging in after they are done with their limit.

I’m hoping with the upcoming update with brimstone sands and the ennead expedition and the new mutated expeditions that they include a higher mutation count than now cause its a bit ridiculous for the mutation runners. It really limits us. we have resulted to rationing our mutation runs a day and then just honestly getting off for the day.

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Bump

1 Like

bump

bump

bump