25 is NOT a lot when you pug group and GF, you basically get 4-5 throwaway runs because some guy can’t dodge shit or you get a bad tank / healer. I even restricted myself this weekend so I could have 2-3 runs last night
We get one new dungeons that’s 5 man too. Entire pve end content it’s dungeons that are limited. In other games you have limits for raids but only rewards are limited actually and you can still do them + a lot more other content. We can play unlimited opr and arenas so why limit dungeons? Btw pvp track it’s absolute garbage. For the past 90 tracks I bought only gold and pots because all other rewards are absolute garbage past track 20. Can get stuff from mutations only
Make ‘em unlimited - reduce rewards significantly after N runs.
Let people play the content they like or better yet - help people. The current 25 limit leads to players wanting to keep their 25 to do their own highest mutation instead of helping others climb the Mutation rankings. It’s cannibalism created by the design which is just terrible.
Whats the point of removing drops after 25? this people are literally “i cant farm this amount and those players shouldnt farm as well” kind of type people,i’ve played a lot of games but the casuals and snowflakes are different in this game
Please remove the cap. I don’t get to do any because all the tanks have used theirs by the weekend.
ruining game content. One of my friends just stops playing for the rest of the week when they hit cap cause there is nothing else to do.
they are a lot from my perspective, as i said, they probably don’t want people to only play Mutation and burn out coz of too many muts, but it’s a problem that they need to solve in one way or another, maybe count only the golden mutation.
bump
I know people at first were telling us 25 is enough but it actually isn’t. There are a lot of people hitting the max even before the weekend ends. Not only that, it also makes finding a tank/heals to do lower mutations like m1-m8 harder because they don’t want to waste their cap on non m10s.
Why does this affect you? If you don’t want to run that many then don’t. Believe it or not, plenty of people love doing mutations. So removing the cap has 0 impact on you if you don’t want to do more than 25.
This is a myth that even the developers debunked.
The only people hurt by the mutation cap are the people who aren’t 625 or don’t have full BiS, yet.
The mutation cap wasn’t designed to limit the people already at the top. It was designed to slow the progress so it takes longer to gear up and clear the content, which only hurts the people who didn’t grind alot and early on.
People like me who are full BiS for all the PvE content lose nothing with a 25 weekly cap. 100% of my runs are for the loot to sell, with no care about how many shards I get. It’s all profit. And we strictly run m10s because the chance at legos in every other difficulty are significantly-lower.
People like everyone who isn’t 625 or is still working on finding BiS gear are absolutely struggling in this new system. They often can’t find groups of competent or well-known players, since we don’t want to risk losing a run in a PUG, and we all play together. This means everyone left behind is stuck playing with each other, and as chat spam is an indicator, a lot of those groups fall apart, never finish, or skate across with a bronze.
This means the wealth gap is even further divided, in terms of shards, gold, and chances at BiS drops.
The developers said it was to prevent the elite from widening the gap with everyone else, but it has done the opposite. The gap widens every week as more and more people are left behind in a system meant to alienate new or returning players, under the guise of punishing players who play too much.
They took out orbs, true, but they were so plentiful and widely available that most people used their orbs without charging others for their slot, or the slot cost was really inexpensive. New players were not barred in any way.
Now, we can sell m10 openings to people who just can’t unlock it, without it eating one of our 25 runs, so the potential profit to be made by people at the top is even higher. I, myself, have sold numerous m10 openings at 15k a pop.
So, the only people who benefit are the people at the top.
why are you hurt if i don’t like to have more mutation run? it’s my preference that i don’t like it. do you want me to just agree with you? it is changed to limited run for a reason. i bet one them is as people were only running mutation and selling shards, which i think is not intended as it’s cheating the system.
A) the devs have said it is NOT cheating.
B) you’ve bought a lot of shards… you’re constantly advertising wtb shards in chat so you’re either trolling or a hypocrite.
link? it might be allowed but it was not intended that way.
i never bought once. i grind lazarus from m1 to m10 with my voidbent. ![]()
Sounds like you are the one hurt with people asking for it removed. Also sounds like you didn’t read my post because how am I hurt with how much you do? You seem to think the game revolves around you and your style when removing the cap has ZERO impact on you doing only a few a week. Good try though!
I try to get one a week when I am available for 25 and here is a crowd wanting a higher limit. I want something that fixes this gap in can get group and cannot get group. The group finder is really next to having nothing, barely better, but primitive and clunky.
Groupfinder doesn’t let you inspect gear, so there’s no way to tell if they’re appropriately-geared for the content; groupfinder needs to allow restrictions like requiring x ward pieces, and other restrictions, as well as actually allowing people to inspect all players in the lobby.
Otherwise, joining group finder is like playing the lottery. Who wants to do that when they can only do 25 runs?
Ya, ya and it lets people accidently or on purpose que for mutated 1 as with level 45 and 51 in the group.
Oriondunn<----- Dummy that buffed coatings etc then looked at levels.
Between throw away runs with bad pugs and helping people out with lower muts, 25 is not nearly enough.
Yes, the fact that they allow level 1 players to join gf and queue into mutated dungeons, and other honestly stupid edge cases absolutely shines a glaring light on a team of developers who don’t know what system design is.
But hopefully they actually acknowledge their mistakes and make groupfinder better. What we were given is something I could have thrown together in 15 minutes. It was a “shutup, already; here,” type of feature addition. It was clear that they didn’t want it in the game with how it was presented to us, and that it only existed because we, the players wanted it.
They’ve said in dev videos that they’re improving it. Honestly, I don’t see it being improved to the point of fully-inspecting players, because it leans toward an elitist environment and they want groupfinder to be casual-friendly.
Unfortunately, this endgame PvE content isn’t casual-friendly. It is, in terms of difficulty, but isn’t in terms of the grind. Mutated content is a gear check and a gear check alone. The level of mutation you can enter is 100%-based on gear and has no bearing on skill level. At 600, you cannot clear m10 content, even if you are able to perform expertly at every mechanic. You will do no damage. This is counter to the original design of New World, where gear helped, but where skill could overcome anything.
Further, mutated content is roughly 25% tougher than it needs to be, just to justify having a separare Ward set for every enemy type. Wards were designed to multiply the grind, they were not designed to add variety, flexibility, or any other positive adjective you can come up with.
Without ward, you could gear up with one set to do all the current content. It would knock a lot of the barriers down. But we don’t have that, and there’s no way to enforce it or any other requirements with groupfinder. Someone can join a gf group, then just change their gear after, the system won’t tell anyone, even if the individual no longer meets the requirements.
So… until groupfinder is released in a proper state, or turned into the cross-server groupfinder automated system that fills from queues of tanks, healers, and dps, that meet specific conditions players queuing (via checkmarks, probably, similar to how WoW does it) are looking for, it’s best to avoid groupfinder. You’ll more-often-than-not have gf groups that are a disaster in the current system.
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TLDR;
Groupfinder as it is is a trap that pulls the people who aren’t at the top further down, because they’re trusting a broken system that doesn’t even enforce its own rules.
Yes remove limitations! This has actually encountered more problems for myself and fellow members when nearing the cap. Others including myself have found an issue with the cap. Let’s say you forgot an item you needed in storage but have started your last run, if you leave the dungeon to grab said item, the dungeon will lock the party members returning. This stems from the person who has used there last mutation run of the week.
I agree that GF design is pretty bad atm but nothing stop you from asking to link their gear in group ( invite in a group because lobby chat is bugged 95% of time).
I also agree that when you find a good tank / healer I GF you usually just f/list them and just by-pass GF most of time , I still like GF because I do most of my runs with it, I’ll say I can gold 18-20 / 25 M10 with pugs , this number also improving when you start to know people and who doesn’t understand mechanics and all