It’s very evident that clearing the realms is not something most people would do on a normal basis. The only times this is done is because there’s an event within Oryx 1 and/or Oryx 2 and everyone wants to clear realms to get to Oryx. That or there’s an event that increase the drop rates of all Encounter white bags (Encounters are otherwise known as realm events like Cube Gods, Pentaracts, Hermit Gods, etc.).
After these events are over, the realms suddenly become less active. There’s no good incentive to go out and kill the Heroes. But now…introducing the Keyper! From the patch notes:
The Keyper is a brand new event that aims to provide engagement in the realms as well as greater accessibility to rarer dungeons. You can fight him up to two times per realm after you disable his 5 crystal towers. They will spawn in the highlands and mountains after you defeat all Cyclops Gods and activate once again later in the cycle after you defeat all Ent Ancients.
A victory over The Keyper will guarantee you 8 portal drops out of a pool that we will update over time. But be warned: He may be a coward, but like a cornered bear, he can strike back with great force. He has infinite keys, after all, and he isn’t afraid to weaponize them.
- Loot from The Keyper:
- Every Encounter event white
- Keychain Cutlass
- Current Dungeon Drop Pool:
- Lost Halls
- The Nest
- The Shatters
- Secluded Thicket
I don’t know what the community thinks, but I am still against having this event in the game. It straight up does not make sense and does not fit within the game.
1. The Loot
Why does it have to drop every Encounter event white? It’s already enough that it drops its own unique item, and not only that, the weapon itself is terrible. It’s a sword with unreliable damage and stats that don’t impact much either. And it’s probably super rare considering it drops from an Encounter, thus overall making the item a joke.
Even if the sword isn’t rare, there are so many other potential changes to the sword to make it more unique and actually good. Like, why not have a sword where you have to stand on top of enemies like an EP at the benefit of tons of damage? Or why not make it so that it shoots extremely fast like the Thousand Shot Bow but with low damage?
You don’t even get potions as a drop from the Keyper, which means the majority of the time you’re left with the terrible feeling of getting nothing and that very rare occasion of hearing a bag drop and getting excited…and then getting disappointed at getting an item like a Ray Katana instead of that Shield of Ogmur that you really, REALLY wanted.
2. The Enemies
The minions that spawn from the towers are the exact same copies from the Crystal Cavern. How the hell does that relate to the event itself? The Keyper doesn’t even drop a portal to the Fungal Cavern.
Part of the reason why I’m making this post is because I died to the minions, unaware that they were actually the EXACT same ones from the Crystal Cavern. I thought their damage would’ve at least been modified for the event which is why I went in to kill the towers. And I’m still pissed about dying like that.
The mechanics of the towers is an extra step in the whole process that just seems redundant and is annoying to deal with. There’s no relation to the towers and the Keyper, and the whole “going out to clear the minions then the tower” idea is more boring to go through than it is exciting.
I’ve heard some people dying when the towers first spawned in a realm when the Keyper was first released. I believe it’s hotfixed but I’m sorry that wasn’t caught during playtesting.
The Keyper as well is annoying to deal with, especially the last phase. The last phase is the boss running away from players like the Leprechaun…in the Godlands. And it throws out AoE bombs that give you the Confusing effect just to put the cherry on top. Once again, IN THE GODLANDS. That is one of the worst phases I’ve ever dealt with.
3. The Dungeons
I’m against the concept of the Keyper throwing out dungeons. The Encounter itself was designed to provide an alternative to basic event chests, so I can understand why it would do that in the first place, but it’s not very enjoyable going through the whole process of:
Clearing realms -> Clearing minions around tower -> Clearing towers -> Killing Keyper -> Entering event dungeon
It also “devalues” the other events that drop the current dungeons, such as not having to deal with the Lost Sentries in the realms to get Lost Halls and instead killing the Keyper. Or not having to go kill Killer Bee Nests to get Nests…and so forth.
To me, the Keyper fails to provide engagement in the realms and trying to update the Keyper itself won’t really do much either. I believe the bigger issue is the method to clearing the realms itself and I think it should be changed.