A compromise is if I did my 25 and a friend starts one I should be able to join it. Otherwise you’ll get dwindling numbers available to run the dg.
its not good enough for people that find the dungeons fun to run and could care less about upgrading their gear
timegates really show just how inexperienced these devs are and its just sad
let people play the game
Exactly, I love running m10s because they are fun and sometimes extremely challenging. Normal dungeons just don’t really give me that spark of joy like mutations do. Sure, I run normal dungeons to help out lower level 60s, but I really hope they reconsider this gate on mutations per week.
This has still been so over looked. All this is going to do is create a toxic mutation invite meta. The guys who are way ahead will not waste their lock outs on helping others or friends. “Sorry, I used up my dungeons this week.”. That is not healthy for the game or for returning players.
Also, the irony in all of this, dungeon caps / orbs was to prevent gold farmers. Yet everyone I sell my orb to is a gold seller. They have m10 companies setup and speak broken english (on a NA East server). It’s quite obvious they are gold sellers and milking the content.
The sad thing is, the current orb system is actually healthier for the economy and player base than the dungeon caps. If the dungeon cap is PERSONAL (as in, you can only OPEN X amount mutations) that would be better. That way you can still help others and use THEIR lockout instead of yours.
The WHOLE issue with the original orb system was TIMEGATING the content. They changed it so the time gate felt minimal (buying orbs with faction tokens). But now with dungeon lock outs…we are back to square one.
That’s not what you said earlier or what I responded to. You said:
To which I replied:
So, feel free (since you already did) to move the goalposts but I answered a very specific scenario you called out.
Maybe you don’t understand the level at which some people play the game. I play the game extremely religiously sometimes 8-12 hours a day, every day of the week.
If you ran 25 m10s, and golded them all, you’d upgrade 16ish pieces. That’s great. Even I don’t gold every time. I love it for the shards, the drops, and the fun. In addition to all that, I am also a content creator, I don’t want my content to suffer because I hit my weekly mutation cap.
It’s the gate on the mutation content that sucks. In what way is it a good thing? To combat the shard sellers? Who are they hurting? They put the work in and sell the shards? Who cares? I have my own things to grind in New World to throw shade their way.
They already decreased the gold we get per run, now they want to limit the amount we can run?
I guess my issue is why a limit on mutations when it’s a good way to grind shards, have fun, get faction tokens, probably the best way to get legendary drops, get gold?
I think you are trying to make me look like something I am not. I’m just voicing my opinion, as other have also expressed, because I have a platform and a notable name to elevate the issue.
I spoke directly to what you wrote - I’m genuinely not trying to make you look like anything.
If gear upgrading is actually not your core issue that’s fine - my opinion is that being able to fully upgrading 12+ items (@6k per item and M10s) in a week doesn’t sound like an onerous restriction. That’s really all I was…and am…saying.
One of my biggest issues it that most people actually help lower levels in teh game, run them through m1-m7s and are going to become less likely to help, I am one of those people. I want to freely be able to run lower level mutations without hindering my potential m10 runs, if that makes sense.
It makes perfect sense. How would you feel about a (assuming a cap’s happening no matter what) a variable that says “Ok, you get 25 M10s but; you’ll also get a pool to use on low/mid level Ms.”?
I agree - it’s a hindrance/dividing more than anything. IMO, reduce or remove rewards after 25 runs if that’s what they want to do.
But don’t reduce entry so much. Could make entry amount the same as regular dungeons.
Really, for those who sell umbral, this limit will be bad.
On my server there are groups that make more than 10 dgs in a single day, but I don’t think amazon should take this small group as a parameter. On top of that, they will likely raise the price.
Lol no, they already gave a reason for the cap and its a very good one, people who dont have the time to do 25 muts a week would fall too far behind the people who can. Simple
This is the difference between casual and grinders.
Grinders love playing the game? Let them play?
No, this is to counter annoying shard sellers spamming chat all day long. Blame them.
Nobody likes the weekly limits on dungeons. I never looked at how they marked your weekly runs, but it is either 15 YOU start or 15 TOTAL. If 15 total then that blows. If it is 15 YOU start then it won’t seem so bad.
We can only hope they make better decisions in the future for QoL and new content.
Make Umbral Shards untradable (no bypassing mechanics as right now) and then the cap could be removed too.
Otherwise the abundance of Umbrals leads to devaluation and removes the Endgame grind.
that’s not what I said, I said by limiting the amount of runs it limits the amount of times shard sellers spam chat. A lot of people I think are sick of it.
I dont think that an abundance of umbrals leads to devaluations because most people go in and out of gear to make their mutation gear set even better. I know I’m constantly upgrading different items.
Also, umbrals aren’t tradable.
Disagree on the first part.
Umbrals are easily tradable by “shard selling”.
Please hover over an Umbral Shard in your invy.