There's still the theory that the missing Timorous Falls collectible set is from a mission, and it's clearly obvious that the Darkpaw team is not coordinating things with one another.
Figured I would add to the anecdotal stat pool here. Just got my 4th of 6 neck. Neck 1: run 11 Neck 2: run 28 Neck 3: run 30 Neck 4: run 37 Edit2: Neck 5 dropped on run 44
better yet, make tradeskills . t3 = tradeskill. Lets not make them require camping named/missions, but instead be a way to actually make stuff again.
When Absor said they fell behind and would probably only have 2 missions...that implies there were more planned, with 4 being the typical number of missions in an expansion.
I suspect DX11 and UI issues. But there were also Devs leaving and Aristo with a back injury on top of that.
Probably personas. From the way it was talked about early on, it seemed like a "all hands on deck" sort of situation.
I've seen countless necks drop by now, but I also had to kill the owlbear 16 times to get my type 7 hdex/ac aug. RNG can be weird like that
Don't talk to me about that stupid Owlbear. Every time it spawns for me, within a few seconds the zone changes and it disappears. Sure the named worm spawns in it's place after a minute but it doesn't drop the aug.
This is a bit annoying, but at the same time, sometimes you get free spawns (usually of other mobs since the one you care about is already on PH cooldown)
Just to kind of piggyback on this idea: It would be cool if we could purchase T3 group items off the vendor. Having the type 5's available on mobs for drops is nice. I like running the missions here and there, but after a point, you don't get anything from them once you have your type 5's and depending on the chest RNG to even have a gallant piece isn't favorable. Having the T3 gallant pieces available on the merchant would be a sweet bonus and give more incentive to run the mission and the available option to shore up your gearing. I don't always have time to camp a named for 2-3 hours and pray I get what I'm looking for. EverQuest shouldn't be push-over-easy, but having a balance of time input and available rewards would be cool.