Yesterday the devs patched the preview server with their rework of loot tables and the Dungeon Key Changes. Originally they had announced a fix to dungeon chests for the launch of Sea of Moving Ice. Players can unintentionally peak into chests and decide whether or not to spend their keys. The community however claimed they would only peak because the loot is so bad and in the end the major shitstorm made them reverse the decision and rework the whole system. Players can now review the result of this two-month process.
Useful Items Inventory Tab
Let’s start with some good news. Players are getting a bit help in the space department with a new inventory tab. This “Useful Items” area holds keys and other goods you need to carry with you but not use too often. It’s a great quality of life improvement. On logging in on preview the tab contains all Keys, Fishing Poles and Picks for example. Often referred to as “Keyring”, the devs fill a request from the community with this one.
There will also be more rewards! The chances of getting one of the major rewards in dungeons has been increased and a set of new dungeon-specific items added.
The new items don’t look spectacular, but some of them offer cool transmutes and others nice utility and stat allocations that might find a niche. Overall this all adds to the incentive to run dungeons, but I’m not sure the underlying problem has been completely solved.
Dungeon loot vs. key investment
When I was doing my own proposal for the chest loot system, I lined out how the rewards you get do not match the cost of the key invested. The devs sure upped the rewards, but the system remains intransparent because it’s still solely based on randomness. Players want returns on a daily basis and not on average. With these changes you can still run a dungeon and get away with virtually no reward. That’s an issue and the main reason why players started to exploit the peaking that led to this rework.
Even if the new rewards cover the key cost, which I’m skeptical about, it’s hard to sell that without players seeing rewards on any given run. I think it would have been a much better system to hand out guaranteed loot from bosses and chests. It’s beyond me why you can pile up stacks of Black Opals by fishing, but net little to no RPs in the hardest dungeons.
The effect will wear off
It doesn’t help that the changes will wear off over time. The added loot is bound, so whenever players will have farmed what they need and want, we’re back at square one. You still have the increased chances of the very rarest rewards, but I doubt it’ll be enough. In the end the problem has never been the upper tier, but the sum of the little rewards that were just not satisfactory on your everyday runs.
I would have preferred a more static system with guaranteed rewards, so I’m a little bit disappointed to be honest. This is no final opinion however. To really see how the changes actually feel you need to test them over an extended period of time.
What’s your impression of the new Dungeon Key system? Share it in the comments below or visit the corresponding thread on our message board!
Neverwinter UN:Blogged is always looking for writers to contribute to the blog. If you are an active player and search for a way to spread your opinions, analysis, diaries or reviews to more than 35,000 regular visitors, then don’t hesitate and contact us on our message board or email! We are currently especially looking for console and PVP content, but that’s not exclusive. There is no frequency requirement, you post how often you want.