Feedback: Island Expeditions

I have never liked Island Expeditions since BFA Launch. I don’t even do them at all even with the AP being the main carrot as well as the mounts/pets etc.

Why? Because PUGs in the random queue are toxic people who won’t stay together with the group, who aggro too many mobs and die and then blame you for it, or its you and 2 guildies queued together and they just kick you because they can.

Did Tides of Vengeance chance anything for me? Yeah, they made the Islands even harder for no reason and now they are basically unpuggable.

Pre Tides of Vengeance: Normals: 100% always cleared. Heroics: 90% of the time, always cleared, 10% of the time you get such bad players you somehow lose.

Post Tides of Vengeance: Normals: Now like 70% always cleared, 30% bad players who somehow lose. Heroics: 30% of the time always cleared, 70% of the time people pull too much, wipe, die, blame you, and you lose.

Making Islands harder for no reason has convinced me even more to not even bother. So here is my feedback for Tides of Vengeance Island Expeditions: You failed.

2 Likes

As a feature, I am enjoying them. They’re fun and I like the rush to gather more Azerite instead of going around hunting rares and ignoring the point of being there.

Reward-wise, I feel like I’m getting far less than I used to. I haven’t gotten many items since the change and doubloons seem to be rarer now too.

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Scrolling through the replies, seconding some thoughts there and including my own. For context, I run Mythic islands as a paladin tank, ~380 item level, usually with a couple of similarly geared DPS from the guild.

  • Dubloons feel fewer than before.
  • Feels like there is a lot of CC, much of it difficult to avoid because of large many pulls are.
  • Seems like there is a large difference in the power levels of the differently weekly buffs/items from the vendors. Arcane Mirror and Blackrock Plating (or their Alliance equivalents) feel pretty lackluster; Netherwind Wand is nice. The Engineered Spyglass feels largely irrelevant. Forge Hammer, Rabbit’s Charm, Ratwhisker Luckydo, Root Ball, and Signet of Orgrimmar all feel weak.
  • With the new mob clustering and density it often feels like I don’t get a chance to explore much of the island. I do like how the enemies are grouped now though, so I am not sure what could be changed here.
  • I love how consistent the invasion events are.
  • Some boss abilities are very frustrating to play against. Some giants and (water?) elementals have an AoE around them that has a very quick uninterruptible cast and does ~80% of my healthbar as damage - very difficult to avoid unless I am constantly moving/kiting so that I am already in motion when the cast starts. Disorients are also not fun to play against.
  • I would love it if the treasure maps granted missions that rewarded things exclusively from the islands’ loot tables. 5k gold or 1.5k AP are okay, but I think we mostly run islands for our collections, and a steady way to progress towards completing those even when RNG doesn’t smile upon us would be nice.
  • Account-wide Dubloons sounds like a good idea, though I myself don’t have any alts I play at the moment.
  • Yetis chain-fearing is… less than fun.
  • I like how rewards come from the entire island’s creatures automatically, but I miss the ability to target specific items. If I could have it my way, killing creatures of specific types would increase the drop rate of the items associated with them (up to a point).
  • I like the idea of having objectives beyond just the azerite acquisition. Maybe not on every island, but as a random event? Free prisoners, collect specific things, kill a specific boss. Maybe make those optional but rewarding a larger chunk of progress.
  • The new azerite elementals feel a little strong. Their CC is frustrating, and my impression is that fighting them is inefficient from a progress perspective. I often skip the azerite ruptures because we get stuck fighting them for too long and not enough azerite to show for it.
  • I like the little story tidbits that send me out in the world and I learn something about the whereabouts of factions we don’t see much of (e.g. the tol’vir, the mantid, the black dragons). Feels like I am getting fewer of those now though…
  • I’ve seen the idea of rotating vendors a few times and I think I like it. A secondary way to target specific pieces.
  • I very much the idea of moving away from using Dubloons to purchase island buffs and instead have a passive/active ability we just get to use on each island, and those can rotate on a weekly/island basis. Tie those to personal progression maybe.
  • I feel like my item level should make islands easier but it doesn’t seem to have much of an impact.
  • I wonder if there is a way to disconnect the AP rewards from islands from the collection ones so that people who want to farm AP can do so, while people who are more interested in pets, mounts, and transmog can focus on that instead. Maybe increased drop rate for collectables and decreased AP after the weekly quest?
  • Shrines are still confusing. I see some A LOT more than others so I’ve kind of learned what those do, but that’s only a couple. Might be easily fixable if they could be targeted and their buff/debuff inspected, or by having them grant an item with a tooltip I can use (and trade) for the buff/debuff.
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I did only few Islands before 8.1 arrived so i don’t know how they were before from difficulty perspective (overtuned adds etc.). But the rewards system is full of flaws. I’ve been doing Islands for more than 5 times every single day.

I don’t like how i’m putting in a lot of effort and get only 3-4 Dubloons or just azerite. On Mythic difficulty heck even on Heroic some rares or elites are able to one shot players which is ridiculous.

I’d be happy if rewards weren’t too dependant on RNG.

Between my toons, I do a lot of island expeditions. I actually enjoy them when not encountering overpowered yet almost unavoidable aoe attacks that some elites have (like wind serpents and snakes). I also think the elite azerite adds implemented since the new patch have way too much damage absorb capability.

My only other big gripe is something i’ve been saying for a really long time—these super incredibly low drop chance mounts need bad luck protection. It doesn’t even need to be a lot, but I’ve completely given up farming some of the mounts I really want in this game just because its not a fair system. RNG slot machine mechanics are going to drive this game into the ground.

I ran a lot of Islands before 8.1, and even though I liked the idea of being able to target specific monsters for their loot, it was annoying, especially when pugging. The changes in 8.1 was overall good but I still think they need some more major reworks before being at an acceptable level, here’s some feedback points.

  • More islands gives more variation which is good, but still having a limit of 3 per week makes this change redundant if you do a lot of islands per week since you will just do the same ones over and over again. Make us able to do more then 3 at a time and let us target specific ones instead of randomizing.
  • I do both normals/hc and mythic islands on different characters, mostly HCs, and one thing that I find a bit annoying in the tuning on some monsters. There are certain monsters that do way to much damage compared to others (new azerite elementals, air/water elementals, casters and some special abilities from snakes/basilisks). I died several times last few days getting hit for 100k+ in HC out of nowhere from 1 mob where otherwise I can facetank 20+ mobs for quite a while without any problems.
    *Loot is still a bit too RNG. The droprates have been increased for pets and transmog items which is good, problem is after only 1 week I already got 2-3 duplicates of many pets and a bunch of useless cloth transmog. The main reason I run are for a chance at the mounts but it seems kind of hopeless. Making them rare is good but I think there is a way you could improve the way the loot system works, and I dont think putting everyhting on the vendor is the solution.
    *Dubloons are too boring and RNG aswell. Sometimes I get 0 dubloons in 5 runs and sometimes I get a bag with 22, overall it evens out I guess but if I only want to run 2-3 islands it rly sucks if I dont even get a single one. I think dubloons have a huge potential to help the entire Island ecosystem if changed correctly. There should be ways to get an increased amount of dubloons by completeing tasks/quests on the islands or looting specific chests/monsters

Improving Islands in the future
I also think you should expand the Island concept, maybe something like this?
When talking to an NPC at the Island table they will transport you out to a small island where a bunch of pirate captains or seafarers are hanging out, On this island you can pick up some weekly/daily quests with dubloon rewards to go search Islands in the area for certain things, like collecting certain materials or slay a someone hiding out or resucing their friend whos stranded. You can choose which islands you want to go to by talking to different captains who will take you there. These quests should try to be a bit more explore-atory and not self-explained so you can get an extra challenge while doing the Expeditions if you want. Maybe even go so far to have the captains be reputable friends that you will get more friendly with after doing missions with them, and reaching certain levels with unlock benefits for specific islands…

Overall I like islands, but I still think they could be so much more, thanks for reading

I like that npc packs are more spread out and each has a more or less defined boss.

I also like the dabloon vendor, to spend the currency outside of Island expeditions.

I also like that finishing the weekly gives a nice follower mission. As well as the fact that you need exactly four heroic expeditions to fulfill the bar, and not four and a half.

I wish that mini quest objectives were shown on the map. Sometimes it feels frustrating to come across a miniquest to find a key for example, but it’s nowhere to be seen and the race for azerite makes you abandon the quest. Let objectives be guarded.

I also wish that it and all other PvE activities helped filling of a some sort of PvE conquest bar (aka valor points). But this is a larger topic.

Please don’t try something like this again. Islands can never feel interactive no matter how ‘advanced’ you make the AI. Infinite CC chains are not the same as simulated PvP.

In my honest opinion, the success of BfA would be EXACTLY the same if you completely removed islands, or never even released them in the first place. I have not met a single player who genuinely looks forward to island capping every week.

Maybe my opinion isn’t shared with some players - I am far from what you would consider a casual player so I suppose I enjoy the game differently to others.

My train of thought with the suggestion of ‘removing islands’ stems from the fact that island capping contributes a great deal to acquiring artifact power, which makes it ‘mandatory’ to a competitive player. This in turn makes islands a chore rather than a piece of extra content.

I could go on about how the entire expansion feels like it’s been made to extend overall play time but you (ATVI) have heard that enough already.

1 Like

I think I have done 80 IEs since the changes (around 250 before that). The way lot works is better than its previous iteration, the only thing I do not like about it is how few doubloons I have been getting compared with the previous system.

Although I have been getting a fair amount of pouches, and satchels from time to time, but I am rarely getting more than 5 coins, even after getting the upgrade you purchase with war resources from Alleria. Out of 84 expeditions I have got 31 pouches, 3 sacks and 2 satchel, but less than 200 doubloons. Considering you need a huge amount of coins to buy the mounts and pets, the fact that doubloons are so scarce just makes me want to drop the grind and focus on something else.

Leaving that aside, one of the things I like about IEs is the timeless isle feeling you get from most mobs there, you have to interrupt them or you will take a lot of damage and most likely die, move away from their AoE and CC when necessary, a setting that forces you to react to different menaces is always interesting. However I have noticed some of them require you to keep moving so you can avoid them, specially on elemental invasions (fire and storm invasions) where you have to deal with several volcanoes/thunders/tornadoes and a rare, but by the time you see the swirly stuff on the group you are already taking damage, usually enough to kill you.

It is ok to keep moving to dodge things, but considering most casters have to stand still to deal meaningful damage (I am a demon warlock lol), it is a bit unfair to have this kind of nearly instant cast deadly mechanics.

2 Likes

The changes to spacing have been an improvement. The rewards still aren’t good. Dubloons are far too random. You can win and get nothing but useless AP. The treasure mission shouldn’t have AP as one of the rewards. It’s useless for most players at this point. It’d be great to be able to queue for an island away from the table so you can be out in the world doing stuff. A less random way to get pets and mounts would be good. It still generally feels as if the islands are a farming grind with little chance of a reward that you want.

I like the idea of solo versions. The go go go mentality is grating.

7 Likes

Hey, just going to increase that number for “times kicked for a exploiter abusing islands to farm,” to twice today. Total of 80 minutes wasted in islands and penalized for a toxic player (I.e. having to sit through deserter.)

I’m going to stop playing islands now… Blizz really needs to get a handle on this.

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I was planning on making a separate post for my experiences with islands, and why I LOVE THEM SO MUCH. Island expeditions are by far, my favorite thing added to the game since the early days of Mythic+ Dungeons. I have probably received well over 2500 doubloons, and just recently purchased the Albatross on one of my 4 characters I run these on.

Why I love 8.0 / 8.1 island expeditions:

  • Weather Events!! Hands down my absolute favorite part is the weather events. Especially the elementals. This was one thing I hoped would happen. I enjoy the fire chasing me around. I enjoy the random lightning strikes, and the occasional tornado. There is nothing more engaging than the Vrykul/Kvaldir fog on their invasion. I want to see more of this. Obviously the mechanics need a little work.

  • Difficulty! Literally one of the hardest things I have done in the game next to Mythic/End-game Raiding and high key M+ Dungeons. Honestly, if a timer was added (which there kind of is) and a 380 piece at the end you’d literally have M+ Dungeons. The difference is one is static the other is random. There are times where Islands are boring, but every other aspect CAN occasionally fit that description as well.

  • The Vendor! I was glad the vendor was added. It finally gave value to my doubloons other than some silly one-time-use item on every island. The rewards seem fine.

  • Island Mob Placing While I did enjoy the placing before, there were occasional issues with mounting. The new 8.1 mob placement is much better!

  • Other Stuff Love the treasure map, the caging of the pets, and new bots to play against.

What would make me enjoy it even more:

  • Vote Kick System It needs work. I rarely do the LFG for island anymore because I was a victim of vote kick abuse… twice. The vote kick system needs to be suspended until there is a better way to track statistics, participation, or to avoid certain players who are in need of a good kicking.

  • Leaderboard There needs to be an in-game leaderboard like a battleground has. It should show contribution, damage done, damage taken, healing done, healing taken, orbs picks up, rares assisted in killing, treasure looted, quests completed, etc. anyway to help establish credibility when queuing in the LFG system. Additionally, this could lead to other future ideas of global leaderboards? Some competition.

  • Doubloon Purchase System There are 3-4 items on rotation you can purchase per week with doubloons. Many times these are useless for healers other than the Sun Stone. The costs are often steep, especially with the new doubloon vendor. Something needs to change here. I have no idea how, but healers get shafted, those who don’t use them get punished in LFG, and if you’re hard farming they are needed. People even carry items over to the next week as well.

  • Alliance AI I am a fan. However, the new Dark Irons are a little overtuned. Additionally, the spacing of ships needs to be changed. Opposite sides of the island would be fine, but landing next to each other leads to contest PvAI which becomes incredibly frustrating.

  • Statistics Page In the achievement section, nothing from BfA has been added to the Stats. It would be cool to see, retroactively even, the number of islands done, rares killed, chests looted, etc.

  • Bug Fixes Currently there are two known bugs to me. First being the worms. Those sand worms will continue to get their One Shot AOE attack off and do full damage even after being crowd controlled (without animation, etc.). Secondly, there is a death bug, especially with protection paladins and the azerite mobs. You become dead, but your character does not enter the shadow-realm. They stand there and are fully able to use abilities, etc.

  • Rewards Everyone else has mentioned something about rewards here. The reward is Azerite. The bonuses are extra Azerite, Reputation, Xmog, Mounts, and Pets. I’d like to see an increase in the bonus based on “contribution in every island expedition”, those who run islands should be rewarded for running more islands… especially as they pass their weekly cap.

  • Resurrection Timer More of a QoL, but I’d like to see a running timer on the resurrection. So we can make a more efficient choice in releasing or waiting for an Azerite Orb to resurrect. Perhaps being resurrected by an Orb after you release might be ok?

  • Lastly!!–Island Changes There are several islands: Havenswood, Molten Cay, and Verdant Wilds, where half the map isn’t used for gameplay. Mostly Havenswood, why can we not access the MAIN part of the town?

Either way, I love Islands. I’d like to see a LOT more of the things I do love, weather events, new maps, more bots, or even infinite farming. These new 8.1 changes were great, and I can’t wait to see what you bring next to my current favorite thing to do in BfA.

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It’s interesting reading a perspective like this, as I’m on the opposite end of the spectrum where I’ve got max gear.

In general I found the more persistent enemy team interesting, since the idea of treasure hunting on an island expedition got reduced to “Just go back to full Murder Hobo and out murder hobo the other murder hobos.” Which isn’t really the compelling gameplay I’m after.
The problem of them running you down when you just beat them up over and over and they’re trickling into your team is incredibly frustrating because it’s simply annoying. They are effectively gaining no resources and the boring match is now taking longer for no reason.

oh… WHY THE HELL IS IT STILL CONSIDERED PVE? I want my PvP talents back damnit.

For the most part I’d say they’re more interesting than they were at the start of BfA (having the big elemental spawn as the first event every time got old very quickly), but some of the new mechanics are incredibly frustrating such as the constant disorients and knockbacks used by the various azerite elementals or the inability to hit targets outside of melee range whenever the kvaldir npcs show up- dealing with the limited visibility is bad enough, but if it happens when I’m on a ranged class I feel tempted to just leave the instance.

Another thing that’s something of a problem is that many of the more damaging abilities that players are supposed to avoid seem to have little or no visual indication of where they’re going to hit, particularly the “aqua bomb” ability used by various mobs. I’m unsure if this is just an issue with certain graphics settings, but even if that’s the case it would still be nice for people with older PCs if the “AVOID THIS OR DIE” effects showed up at lower settings.

Oh, and this is just a minor thing, but it would be nice if some of the more unique transmog rewards such as the dragonrider and duskhaven sets were considered “cosmetic” gear rather than being limited to certain armor types.

Lastly, and as many people have already said, the randomness of the rewards is still quite frustrating. It would be nice if the random loot items were also available from the doubloon vendor, or if there was some other way to target specific rewards. At the very least it would be nice if there was a sort of “bad luck protection” for the more highly sought after BoP items such as mounts and toys, so we could at least feel like we’re making progress towards getting them each time.

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They take a bit longer and are a bit harder.

I get way less Dubloons then before the changes.

I don’t find them to be any more enjoyable then before the changes.

I think all rewards should be available for purchase on the Dubloon vendor.

Edit: I wouldn’t mind seeing these Solo and Duo queue-able as well.

5 Likes

the 5 unique islands requirement not being account bound means you need to do this over several weeks - we done that on main this is just an alt, pointless.

Doesn’t feel very rewarding, the loot change where you don’t NEED to specically kill types of creatures is nice, but the drop chances feels too low. I went a week doing the weekly map and got nothing that i wanted. No pet, no toy, no mount, pitiful amount of dubloons. Felt like i wasted 5 hours for nothing over 5 toons. Next week only 2 pets, same time investment, what is the point?

Anything you need to spend hours on hoping for a drop gets very dull very quick, I’m sure we all understand the need for RNG but too low of a chance means too low of a chance to work towards it realistically. community is getting older, shouldn’t the RNG be getting better not worse?

Rewards seem to be slightly more frequent, although there are still stretches where doing a full weekly’s worth of islands (all normals on my horde paladin, usually all mythics on my alliance demon hunter) will net you nothing but dubloons, and even those aren’t consistent. RNG is RNG, so it’s hard to say how expected or not that is. For what it’s worth, I also have yet to see any of the mounts and I think only one of the toys (and that I got before 8.1 dropped), and the pets I’ve gotten since 8.1 have all been duplicates, unless I’m mistaken. Good for my friends who are also trying for the achievements and are pet collectors, but it’s not doing ME any good, plus the quests seem to be practically non-existent still :frowning:

I like the changes to spawning on the islands so that you can avoid packs of mobs that are more or less “worthless” to get to the higher priority targets more easily, and I like the Azerite extractors (though the one that you have to click to spawn waves is less entertaining than the one that gets a steadily-increasing aggro radius and can be killed by the opposite faction). The fact that there are more high value sources of azerite on the islands is nice, too.

I really like that random events happen more frequently and sooner into the island than before the patch, as that makes the islands feel more different (and gives more hope for some of the event-specific rewards, even though the method for getting those rewards changed so it’s not quite apples to apples). I do not miss the Azerite rare event at all, and don’t think I’ve seen it happen since the patch (though I assume it’s still in the pool somewhere).

My biggest complaint about 8.1’s changes is the change to the weekly world quest.

First: I miss having access to the WQ to win an island on my lower level characters; it was a fairly significant experience boost that made running a weekly island on alts feel rewarding in a way that chain running islands does not (leveling exclusively through islands is just like leveling exclusively through pet battles or, to a lesser extent, dungeons—you can absolutely do it but you better have a plan for when you hit 120 and are still in Legion-level gear or worse). Having the incentive to run the weekly island also meant that when you got to that point in your war campaign/faction order hall/whatever we’re calling it research tree, you weren’t stymied for an extra week or two waiting for the islands to rotate and for RNG to land you on an island that you needed for the unlock, because you’d already done the RNG waiting game while doing other things.

Second: I don’t like the WQ reward mission for max-level characters. Partially this is because I have very little desire to spend the large amount of time required to farm up enough resources to grind my alts’ champions through “useless” missions so that they’re good enough to successfully complete the island missions, and partially this is because I keep getting the Titan Residuum reward on my Horde paladin, who cares even less about the stuff than my main does. 16 Residuum does not feel like a reward comparable to 5,000g or a pet or piece of transmog, all of which can often be sold for about the same price, or a mount or toy which can’t be sold but still feels like it’s worth about the same.

(Then again, I don’t like Residuum in general—I appreciate it existing for people who care about gear and I suppose at some point in Dazar’alor’s cycle I’ll have to care as well, but right now I don’t want it and the fact that I can no longer just vendor my spare world quest azerite pieces, whether they’ll give me residuum or not, is incredibly aggravating. It’s fine on my paladin who can disenchant them but not my demon hunter, who can’t.)

The enemy AI seems to have been jumbled up a little bit as well; the teams that were “toughest” to be against before (the tauren team when you’re Alliance, which I think is the draenei team when you’re Horde?) because they were very good at getting azerite quickly seem to have shifted; my group had no issues against the taurens after the patch when they were consistently the closest to causing us a loss pre-patch, but suddenly the blood elf team (humans/high elf team—double mage+paladin analog) got crazy difficult, because they were more efficient at collecting AND their damage/CC (when you engaged them) was still really high.

I’m also a little miffed at the class choices for the new teams; they can be a dark iron dwarf/mag’har death knight but I can’t? c’mon now, that’s just mean :frowning:

Overall I think the 8.1/Tides of Vengeance patch improved islands significantly BUT the world quest change took a lot of sparkle out of it for me personally, and I’m neither collecting dubloons quickly enough nor getting other BoP rewards at a frequency which makes me want to do them more often than “just enough for the weekly and then not 'til next week,” which is a shame.

Edit: Also, I still don’t understand how the weekly’s counter fills up; you would think that if you won an island your counter would be at 6k/9k/12k (depending on difficulty) but usually it’s more like 5326/8993/11035. Where do the bizarre numbers come from, and why is it not consistent?

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still extremely boring to do, run in group up mobs, kill mobs, rince and repeat until a blue bar is filled up and hope you get some thing in return…

Maybe objectives would be a better way to complete them, as rewards are far to unrewarding when doing them.

As mentioned above remove the requirement on alts for the 5 different islands so they can progress. It’s boring enough to do it once a week on a main, let alone having to do it on every alt you have.

2 Likes

I’ve done about 300 islands since launch. They feel better in 8.1 compared to before. The mobs are more varied and random, which feels less repetitive, and flow much better than before.

Azerite ruptures are a waste of time. The mobs spawned are overtuned, constantly re-apply very big shields, and do a high damage. Get caught in the disorient and you can be chained disoriented until death. The reward is not worth the time investment and it’s better to ignore these entirely. If your group is undergeared (which a lot are), Azerite Ruptures are a deathtrap.

Rate at which you earn Dubloons has been clearly nerfed. I barely get any now compared to before. They should be guaranteed from every island to feel as if you’re slowly progressing towards something on the Dubloon vendor. If I earn no loot or no Dubloons from an Island I feel like I just wasted 15-20mins for nothing.

Mounts are still incredibly rare. I’ve obtained one so far. At this rate i’ll need to grind Islands for the rest of the expansion, just like Legion’s paragon chest mounts which were awful RNG and not fun at all. Once BfA is over and no one will want to do Islands, obtaining these mounts will be near impossible. Perhaps add the mounts/pets to a vendor and have a rare token drop that can be used to exchange for a mount/pet of your choice. This way people can choose which item they want and don’t feel robbed by RNG when they get double/triple/+++ repeats of the same pets/mounts. Or make the mounts BoE so they can be sold and traded.

I’ve leveled at least 4-6 alts through Islands so far. You get no gear leveling through Islands so you’re still stuck with whatever Legion gear you had. After 115 once legendaries stop working and the scaling becomes bad, you plainly just suck and do next to no damage. Can leveling characters be rewarded with gear they can use to give incentive to level alts through Islands? I’ve ended up with a few alts at level 120 with an ilvl of 190-200 because they had no BfA gear bar the neck and 1 azerite piece from the opening Magni quest. It’s not fun being a lvl 115+ trying to play and level through Islands but do awful damage and constantly die to trivial things. It’s not fair on groups to be expected to carry you or pray that you’ve been paired with someone remotely geared.

The Island shrines that give you a buff feel like the debuff disadvantage is too high to feel worth it. I don’t see anyone getting the shrines for the buffs as the strength of the downsides are too high for some classes. It would be more exciting if the buffs did not have such a large drawback.

Some NPCs/trash are way overtuned. Faceless Shadow Crash or Hysteria, those Azerite rock creatures that put large shields on themselves, any trash that has a stun/disorient lasts far too long and is too easy to be punished. Most elite Azerite mobs do significant damage and those little orbs they spawn that bounce you around are incredibly frustrating. The Verdants Tranquility heals far too much if you miss an interrupt.

I like the small quests now. They feel more easily identifiable than before and are definitely worth doing for the reward progress. Good job on this.

Make the weekly reward a really nice incentive, like one of the mounts. Or perhaps one Island daily quest per day with a targetable reward, where you need to do a specific task on the Island (kill the opposing faction, eat x amount of different island foods, some other random cool task that spices it up slightly).

There’s a lot of potential but it just seems like they’re not there yet and the continued focus on layered RNG is increasingly not fun and demotivating.

3 Likes