Why same NM Sigils over and over?

There are over 100 dungeons to choose from. Why do I keep getting the same few sigils over and over?

I’ve even started to just run different dungeons in normal to “unlock” them thinking that might do the trick, but no.

Every sigil I get is still from the same pool of 4-5 dungeons. Even when I craft my own higher tier sigils its the same thing.

Editing to say that this post was bumped after a month. I now realize there is a pool of about 30 NMDs that are chosen each season. I’ve listed S1 a few posts down in answer to the bump.

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design decision, tho a bad design decision. Only a small % of dungeons have Nightmare sigils.

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I am having the same problem. The thing is that I have run Blind Burrows on another toon, I know that it has a sigil possible. It’s just not dropping.

it’s a foolish way of making seasons seem less meaningless and empty of content than they are. they rotate a different set each season in a laughable attempt to make the season seem more fresh, rather than actually providing us with interesting seasonal mechanics.

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I don’t think it can (referring to blind burrows). Its a changing list every season, and according to Maxroll for season 1 these are the sigils that can drop.

WT3&4
Immortal Emanation
Nostrava Deepwood
Dead Man’s Dredge
Garan Hold
Domhainne Tunnels
Stockades
Shifting City
Komdor Temple
Betrayer’s Row
Ancient Reservoir
Lost Keep
Bastion of Faith
Forgotten Ruins
Heretic’s Asylum
Tomb of the Saints

WT4 Only
Hoarfrost Demise
Mercy’s Reach
Kor Valar Ramparts
Mariner’s Refuge
Sarat’s Lair
Twisted Hollow
Pallid Delve
Path of the Blind
Charnel House
Akkhan’s Grasp
Iron Hold
Faceless Shrine
Uldur’s Cave
Collapsed Vault
Halls of the Damned

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You mean limiting the amount of Dungeons you experience for absolutely no reason at all and rotate them is NOT fun?

I think someone was sitting around and thought it would be like CoD where the map design is meaningful and they rotate the play list out to keep things fun. They never realized that their map design is lame and not unique and limiting the amount of Dungeons in NMD just makes their game with an already short and repetitive end game even more so.

However - IF the NMD were special and different than the regular Dungeons, this could be a fun mechanic. We are missing Unique scripted events, challenges, objectives, and permutations of the original Dungeons they are based on. Instead, the enemy Elites have a few Affixes and you might have some dumb mechanic like a Rock following you around, stuff exploding and enemies are a higher level. HOW INNOVATIVE.

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I thought NM dungeons rotated every season, and Blind Burrows was only a NM dungeon in preseason - not Season 1.

the other part is they changed the level scaling so that they’re the only viable endgame content now. lol.

Sigils should be generic. Not tied to a specific dungeon. Just the modifiers, right click to activate, map opens, select desired dungeon to plug the sigil into, teleport to that dungeon, boom it’s now a NM dungeon.

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It’s so that when I disconnect when I teleport to the dungeon(more often than not) I have a spare sigil I can use.