Remove mutation limits

Or just don’t buff all the casual sources and actually make people do the dedicated content to get the rewards. It makes ZERO sense to open the flood gates and then restrict the content that keeps people logging in.

Unless you want the PVE players keeping this game alive at this point to go play something else which is where this is quickly going.

  • Broken critical PVE skills that were reported on PTR go live.
  • Merges for PVPers that created Ques for everyone.
  • Servers stability borked from mergers kicking people back into que constantly.
  • Reduced availability to end game PVE content compared to pre patch.
  • Fewer people willing to participate in non end game content due shared restriction with end game content.
  • Continued simplification of the low end gearing process by essentially doubling gypsum cast availability there by reducing the interest in low to mid level mutations as a source for currency for end game content.

another bump, unbelievable the mutation limit wasn’t changed in the patch tomorrow…really AGS? you are that blind on your errors?

DMT

2 Likes

I think there shouldn’t be a limit to the runs you can enter, but the loot should be limited to 25 runs. BIS is raining in m10s and it’s losing value everyday, plus it kinda screws over crafters. I used to get so excited when I get a decent drop, now it’s like meh. I’ve made a million just from m10 drops since the update hit

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If they’re so worried about the lot just cut the rate after the 25th by 35% or something. Not giving nothing is a terrible idea too though you should still be able to gain at least some value for them imo.

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Skills blipping into oblivion on collision has been a pain in every ones side.

My region was at least in desperate need of merges. Sounds like they did go overboard elsewhere.

More gypsum is hardly an issue. Players need bumps and a reliable source of shards outside of m10 spam. Yes pulling away from mutations and dungeons being the only decent source of progression is healthy for the playerbase.

Random M10s have already been gated by the playerbase for a while. “Orbs are wasted on anything not m10” is the same mentality as “i need my cap for my m10s”.

Being in a good company helps a lot too. Establishing a network of people to support and help grow is part of a healthy community. Not even super players, but players interested in the game. If you like to help, you help.

Pure PvE has been catered to for quite a while. If anything this is more balanced for everyone playing the game.

We’ll have to agree to disagree. At best - they have been fairly fair about who they cater to.

At worst - its been PVP driven.

Cough Healing Nerfs
Cough Healing Plate Nerfs
Cough Pvp Territorial Money Press
Cough Adding Umbral shards to just about every game mode
Cough Arenas
Cough Screwed up crafting and world drops to heavily favor PVP based perks while nerfing pve perk roll percentages.
Cough PVP buff to promote open world pvp because there isnt enough PVPers who actually want to PVP.

PVE has gotten 2 instances in almost a year and a single game mode that was a rehash and recycle of the normal dungeons. Adding additional Mutators don’t count when its just scaling. We haven’t seen a new arena since launch. They removed tuining orbs but gated the content.

PVP has gotten 2 entire different game modes, a custom reward track, a reworked instance system for wars. You can run as many wars, opr, and arenas as you want a day. Not talking about rewards just actually do the content if you enjoy it. PVP specific perks. PVP specific rewards in their caches. PVE hasn’t gotten exclusion of PVP perks which would be nice. Such as the chests in expeditions, mutaitons and arenas not dropping resilient gear at all.

It’s a wash at best like i said. Yes pve has come into play but PVP is still highly represented in development cycles.

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As far as healing goes heavy healers were definitely hurt. Forcing them to be in light actually made there job skill based. Aside from that, healing nerfs have been fine in PvE.

There are 2-3 territories that make money on each server. Only 2-3 that can even support the upgrades for the territories.

Arenas are past due for an upgrade of sorts.

Umbral shards and guaranteed legendaries were given to PvE. Now they have gradually been nerfed by being capped and having other options introduced. 0 competition initially. If you wanted umbral shards, you either ran m10s or paid for the shards. Thats only after the initial PvErs did all the work. PvErs have no right to be the only source of progression after 600, let alone the major source of bumps to 600.

Dont forget all the named items that are BiS that require PvE. Quite the list. Cant roll PvP perks if your gear is nice and named. Dungeon purples(that have to roll 600 for 3rd perk) have received a major buff. Bane and weapon perk guaranteed on weapons all over the place. To be fair, when trying to craft armor, there are a few stupid perks that are WAY to prevalent.

Youve also ignored all of the attention invasions have received. First they were impossible. For the longest time you had to not have a weapon equipped to lose one. Now there are actually respawn timers that have increased the difficulty for many.

You cannot run as many wars as you want in a week, silly joke. Time gated since launch and requires work a lot of work and preparation. Arenas rewards are capped as well. Yes PvP is represented, as is PvE. Tempest was amazing. This new dungeon has everyone on the edge of their seat, and guess what? The drops are amazing too. So excited, gotta go!

As one of my company’s more active healers, it is frustrating to be limited in the number of mutations I can run with learners and with my more experienced company-mates. I don’t get why I should be limited to 24, considering the 25th dungeon is a fiesta of problems ranging from the inability to pug a 5th should someone DC, or not being able to have someone leave instance if they forgot something before they start the mut if they’re also on their 25th open. We had to 4man an M10 because of this issue (Look into it!) just to not waste the opportunity for a newer M10 member to get some shards.

This count of 25 mutations does not take into consideration the plethora of bugs we face in dungeons (normal and mutated alike) such as late spawning adds, latency/crashes, and boss mechanics which fast forward and clobber the party on a whim at any point - essentially making it a dead dungeon and a bronze and oh my we should just be so thankful to have even that! /s

Please reconsider the count. Players that cannot do M10s are suffering because the more experienced members of their company and/or friend group are unable to take them through lower mutations and experience the game for themselves. We should not be put in this situation, last week we literally had to turn down dungeons to save some for other players’ active times, to the detriment of activity and enthusiasm for the game. This is how you get more people playing anything besides New World.

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Hey Gusot :raised_hand: I played muts with you. Amazing player that brings everything and makes the run easier :raised_hands: Don’t waste logic on Chumo he ain’t taking another point of view I’ve tried before. Current limit actually boosted the prices for shard sellers and if they have 2 accounts they can do 50 runs for free and no orbs removing the limit will lower prices and chumo will be happier but even if they sell I don’t care because we need more runs to have more fun right ?

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hello, sorry, I do too many runs to remember all the teammates :confounded:, but thanks for the compliment :+1:, I have already been explained that this is more of an troll than a person who has a weighty opinion based on facts and logic :person_shrugging:

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I am simply tired and frustrated with players complaining about their inability to play or other constraints around a super narrow part of the overall New World experience having an oversized impact on the development cycle. The devs should not cater to players who play a super narrow part of the game.

If the 1%er pvp or pve leave the game because of this, then great! We might eventually have a greater range of players playing in more interesting ways.

It is just as frustrating to hear complaints from players who primarily play a single class. Playing a single class is just as constraining as playing a single game mode. One of the key features of New World is the ability to change classes on the fly (now, while out of combat). They should scrap the 200g cost. Yes, I get it that some players like playing a single class, but this is not the game where it makes sense to do this.

It is tough while you are in thr end game progression to maximise time/energy in one class and then have to change, but think of it from the perspective of having maxed out every class/weapon etc. That is the eventual end state for all players. Eventually you will get there.

Well then you need to go touch grass dude… There is literally no bigger problem than not being able to play a video game intended to be played by a player that not cannot play it. Understand?

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10000th bump to see if a dev someday reply to us about this and confirms this INSANE MISTAKE from their part will be fixed ASAP.

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Remove all these dungeon limits NOW. For normals and for mutated dungeons.

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i tried bumping my post and someone keeps flagging my posts as spam lol

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This is the second week that I finish my mutation runs in 3-4 days. The rest of the week I PvP and do a lot of regular dungeons instead, where the loot is garbage even with luck gear. At least I’ve been practising my tanking, since I always just dps’d. The regular dungeon daily limit is fine, but the weekly mutation limit is horrible.

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We need more than just 25 a week… like many already mentioned, and also there’s a bug most people aren’t aware: your orbs get deducted more in some situations. There’s a bug report by someone if you search it. So you’re actually not getting the full 25 orbs. In fact, if you have just 1 orb left, and you’re inside a dungeon, sometimes people can’t enter, so you’re in there your self. And you leave, because you can’t do the dungeon by yourself… So in reality, best scenario, you actually get only 24 orbs a week. By my count, I’m only getting about 16 actual orbs a week due to those situations. It’s no wonder I run out after 2 or 3 days and then forced to quit the game until Wednesday rolls around.

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This is a fact, for example, this week the game somehow “ate” 7 of my mutations runs, out pf the 25, so I only had 18 runs (and this is from a mega PVEr, we used to run around 50-60 muts per week). I feel i was stolen here, and this cap is utterly stupid to the say the least.

@herbert7890
@NewWorldFan2022

See my post here. This is one way your “orbs”/runs are being consumed:

4 Likes

glad you tagged, because I just mentioned you in my other post.