Currently on the PTR, players are limited to 2 mutator orbs per week: 1 craft and 1 purchase from the faction vendor. The mutators themselves have 10 levels of difficulty total and each tier of difficulty is only unlocked by completing the previous difficulty with a rating of silver or higher. Additionally, once you start an expedition with a mutator orb, there is no option to reset the expedition without completely leaving and consuming the orb. This will be devastating for the health of the player base and here’s why:
We can already see these issues prevalent in the exact system that AGS is copying: WoW’s Mythic+ dungeon system. In WoW, Mythic+ can be run as often as you want, but the catch is that you must have a “Mythic Keystone” to enter the timed dungeon and your key is only for a single specific dungeon at a time. If the players are successful in timing the key, the key upgrades in level to a harder version and will change to one of the other available dungeons. If the players don’t complete the dungeon in time, the key lowers in level.
Since the rewards from the dungeon in WoW are directly tied to the “level” of the key you completed, it’s crucial that groups complete their keys on time in order to get the key pushed to the threshold that rewards them the best loot. While this sounds good on paper, the adverse effect is that ALL the risk of failing the dungeon falls upon the person who brought the key. This leads to gate-keeping as the hosting party only wants to bring players overqualified for the difficulty to guarantee success and not waste time by having the key level lowered and having to run more dungeons to get the key back up to the desired level.
It gets even worse once the dungeon begins. Now, the players enter an environment where they are punished with reductions in scores if they’re too slow for completion or die during the run. This means that any individual’s mistake reduces the rewards for ALL players in the group, either costing them their tier advancement for the week or potential umbral shards to upgrade their gear. As someone who has extensive time playing Mythic+ (I’ve held the top Mythic+ rank for my class on my server multiple times), I’ve seen time and time again the hate that gets thrown towards the players that make mistakes and turn a key from an upgrade into a downgrade. At the high level, the play becomes so precise that any small amount of time lost anywhere such as an accidental pull of an extra enemy can be the difference between a successful clear or a key depletion.
But at the very least with WoW, you can run Mythic+ as many times as you’d like. Your only limitation is the key you or your group currently has. This game doesn’t have that. You have limited tries each week and if you scuff your run, you’re SoL. I expect to see the toxic elements present in WoW’s Mythic+ to be significantly amplified in NW due to the time-gated nature of this. If you mess up a player’s orb, you’re actively taking away progression for the week from that player. This needs to change before live if AGS wants to avoid turning PUG’ing mutators into a toxic cesspool of hate.
I’ve already tested mutators on PTR myself and they are no joke. You need to bring a strong group of coordinated players if you want to succeed and get upgraded to these higher difficulties. We plan to run dedicated groups in my company to guarantee success and will be unable to bring our lesser experienced players to these expeditions due to the time-gated cost risk associated with them. The gate-keeping is already beginning…
TLDR: Time-gating is a tactic to arbitrarily extend the amount of time needed to achieve an end goal. With the current iteration of mutations, players are locked out of difficulty advancement if they make mistakes and don’t complete the dungeon with enough score. People will refuse to bring players who have not already proven themselves and will foster an environment of toxicity towards any players who make mistakes in these dungeons, costing the group the difficulty bump as well as umbral shard rewards. The time-gating on mutators needs to be removed to foster a healthy environment for player engagement and interaction.