Here are my thoughts about the matter:

What I was expecting:

  • A fun Chaos Elemental, offering a nice challenge for a group of players who are willing to risk decent gear in order to kill it.
  • Develop some actual Deep Wildy PKing.
  • Yield more good items into the game, but not often enough to disrupt with PvM activity, this is supposed to be a side-thing to do in the Wilderness.
  • More BM flowing, thus giving more meaning to the BM Shop.
  • Higher PK activity in Edgeville.


What actually happened:

  • Chaos Elemental almost feels like a chore, no challenge whatsoever since you can bring free gear and still take it down, even if done solo.
  • While it has developed some Deep Wildy PKing, it only occurs as soon as the Chaos Elemental spawns, which is not the main point of it.
  • We all had an oversight regarding drop rates, at first it was too common to get great items rendering PvM almost useless, even after the nerf a lots of item are coming into the game, if you have a PK team you have a good chance to obtain something.
  • Because of the previous point, there is almost no need to spend BM since you get most drops off the Chaos Elemental anyway.
  • Activity in Edgeville has decreased slightly, I'm yet to see a risk fight since the update.


Conclusion? Don't get me wrong, but this is a great idea to bring in some activity to the game, however this was not the right moment to add it given the current circumstances, one of the main things that were discussed was about drop rates and the drop table for the Chaos Elemental, and also the spawn time, which had to be measured considering there's about 20-30 players online.

Now here's the issue, there are not enough players in the game to make this work properly the way it is currently implemented, a single clan can pretty much camp the boss and get all the loot while also killing other players in welfare gear just to get more BM. There's no competition at all to kill this boss, basically the biggest clan in the Wildy owns whatever loot the Chaos Elemental may drop, which brings me to the next point.

This is frustrating for the players, making it seem that bossing and PvMing in general is a waste of time, why bother grinding Kree'arra trying to get a hilt if you can just camp the Chaos Elemental and get it much quickly? Sure, there's a chance that may not happen but the possibility is there, especially if you're a PKer. Not only this, but also gives items a lower value, no matter how much they cost in the BM Shop, if everyone has x5 of the same item, no one's gonna bother buying it unless they are a new player, making PvMing not profitable at all, except maybe for the Corporeal Beast.

Because of this, the only thing I've seen others do is wait at Edge for the Chaos Elemental to spawn, go kill it, rinse and repeat, only a very few amount still go PK at the ditch, even on rune armor.

My advice, while it may seem somewhat extreme, remove the whole Chaos Elemental for now especially since in one of your previous threads, you asked the players what they'd love to see next, it is going to get worse from here on out, if you don't have a way to measure it appropriately with the current amount of players.

If you're willing to keep it in the game, you need to fix the following ASAP:

  • Make the Chaos Elemental an actual challenge to kill, a damage/defence boost.
  • Reduce the BM given by the boss by 25%
  • Reduce even further the chance of obtaining a drop. 0.4 is the current if I'm not mistaken, 0.2-0.3 might mitigate the drops from being too common.
  • Increase the spawn timer to one hour or two.


The damage is done, but it's not too late to fix some of the mess.