Worried the Mutation System Will Tear my Company Apart

Suggestions at the top:

  • Completely eliminate orb requirements to enter mutation dungeons
  • OR completely eliminate the daily limit
  • OR double/triple the allowed amount in a day
  • AND/OR allow players to run cleared mutation levels an unlimited amount of times with no shard rewards, but limit how many “progression” runs they can do

Soapbox:
First off let me acknowledge that endgame content and high-difficulty content should not be dumbed down. It should feel like a reward for skilling up and playing well. The issue I have is entirely with the weekly limit on orbs for mutations. It is tearing my company apart, and some members have already quit over it. The problem is this:

  1. Some players naturally pull ahead of others and want to do higher content
  2. Those players become reluctant to use orbs for company members on lower content because they only have so many
  3. Cliques form and resentment grows

We can’t force members to use orbs for lowbies as that’s not fair to them. Most people seem to form a group of 5 and share orbs, that way you can get a guaranteed 5-10 run. If we ask a lowbie to “burn” an orb for a higher M level member who doesn’t want to use theirs, now they only get 4-8 runs, unless they can convince someone else to “burn” an orb for them. So then they are forced to pug, which a lot of people don’t want to do. Cliques harden, the drift expands, and resentment continues to grow.

Without the limit, or even just allowing people to run lower Mutations an unlimited amount, people would be much more willing to help people without feeling like they’re sacrificing their own progression.

3 Likes

Well articulated, I’m seeing the same issues in our Company on Utopia.

I want to run with others, but I’m gimping myself to use my orbs on lower levels.

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