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IDemonI

Well-known member
Spider Baroness is mid-level content, yet it currently functions as one of the most efficient dungeons in WoM2.

The dungeon is far too easy for its reward level. With modest gear and low risk, it can be cleared quickly and consistently, while offering returns comparable to or better than higher-level dungeons that require more investment and time.
Its drop table is overtuned for a mid-tier dungeon. Even average runs are profitable, and lucky runs are extremely rewarding relative to the effort required. This encourages players to remain at mid level and farm Baroness instead of progressing.
A major issue is pearl supply. Spider Baroness drops pearls, a resource needed by everyone at all stages of the game. As long as a mid-level dungeon is one of the best sources of a universally required item, it will dominate player activity and make other content feel inefficient.

The cooldown mechanic further reinforces spam. The 30-minute cooldown starts on entry instead of completion, encouraging timer-based gameplay where players log in only to run Baroness and wait for the next reset.


The dungeon is massively overfarmed, not because it is especially engaging, but because it is simply too efficient.
It needs adjustment asap. Drops should reflect its mid-level status, pearl output should be reduced or redistributed to other dungeons, cooldown should start after completion, and high-level dungeons should clearly outperform mid-level ones.
1771771936416.png


Lets take for example the worst case scenario for 2 dungeons: Baroness and Azrael

Lets say for Baroness, you only drop the coffer (which is highly unlikely, damn near impossible). That’s 60kk an hour, if you sell the coffer, with 10 minutes of brain-rotting effort.
Whereas, the same unlucky farmer, but now at Azrael, drops 5 coffers that are selling for 14kk each, and 5x spirited silver ore. That’s 90kk, basically 30kk more in the same timespan, for much more time spent in the dungeon, much more expensive gear and overall way bigger investment.
But lets be real, the average baroness run is worth waaay over 30kk. This wouldn’t be so bad, if only the baroness wasn’t such an easy dungeon, where people could make 5x characters on the same account, and keep doing it over and over and over again, becouse by the time you finished the 5th run, the 1st character’s cooldown is gone. The only thing that balances it in a way is the fact that not every single person that has ever tryied this dungeon knows all of it’s mechanics…
I posted this in the General Discussions thread becouse it is not a suggestion, it is something that needs to be investigated by the team and changed.
 

SnipeSura

New member
Keep in mind Baroness has a chance to Drop and Extra Key, which is even way more overpowered.

Like mentioned it requires like 0 effort, unlike Azrael for example can take much more time and complexity in order to complete the dungeon. Baroness almost feels like a Target dummy, you enter 2-3 mins and you go afk again or on another farmer while CD for baroness is over.
Comparing these 2 dungeons and the items alongside with the preparation in order to complete them, Baroness feels like way more rewarding, which in fact you have a very good point there. People stick to 55-60lv and just spam Naaga+Baroness.
I personally did baroness a few times on lv75, but when I saw how much people spam it, and how much the market gets saturated with the same items, I just gave up on it. It will come to a point where those items will become worthless, because of the high supply and no demand. Maybe I'm wrong, maybe I'm not. Who knows.
 

TurkErkegi

Member
Spider Baroness is mid-level content, yet it currently functions as one of the most efficient dungeons in WoM2.

The dungeon is far too easy for its reward level. With modest gear and low risk, it can be cleared quickly and consistently, while offering returns comparable to or better than higher-level dungeons that require more investment and time.
Its drop table is overtuned for a mid-tier dungeon. Even average runs are profitable, and lucky runs are extremely rewarding relative to the effort required. This encourages players to remain at mid level and farm Baroness instead of progressing.
A major issue is pearl supply. Spider Baroness drops pearls, a resource needed by everyone at all stages of the game. As long as a mid-level dungeon is one of the best sources of a universally required item, it will dominate player activity and make other content feel inefficient.

The cooldown mechanic further reinforces spam. The 30-minute cooldown starts on entry instead of completion, encouraging timer-based gameplay where players log in only to run Baroness and wait for the next reset.


The dungeon is massively overfarmed, not because it is especially engaging, but because it is simply too efficient.
It needs adjustment asap. Drops should reflect its mid-level status, pearl output should be reduced or redistributed to other dungeons, cooldown should start after completion, and high-level dungeons should clearly outperform mid-level ones.
View attachment 3380


Lets take for example the worst case scenario for 2 dungeons: Baroness and Azrael

Lets say for Baroness, you only drop the coffer (which is highly unlikely, damn near impossible). That’s 60kk an hour, if you sell the coffer, with 10 minutes of brain-rotting effort.
Whereas, the same unlucky farmer, but now at Azrael, drops 5 coffers that are selling for 14kk each, and 5x spirited silver ore. That’s 90kk, basically 30kk more in the same timespan, for much more time spent in the dungeon, much more expensive gear and overall way bigger investment.
But lets be real, the average baroness run is worth waaay over 30kk. This wouldn’t be so bad, if only the baroness wasn’t such an easy dungeon, where people could make 5x characters on the same account, and keep doing it over and over and over again, becouse by the time you finished the 5th run, the 1st character’s cooldown is gone. The only thing that balances it in a way is the fact that not every single person that has ever tryied this dungeon knows all of it’s mechanics…
I posted this in the General Discussions thread becouse it is not a suggestion, it is something that needs to be investigated by the team and changed.
+1
In old wom we used to do catacomb runs non stop because the dungeon would worth it. Now people are spamming baroness nonstop because nothing else up until aqua worths the effort.
 
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Halferny

Member
I dont farm baroness , but I disagree. I just think it would make more sense to set the level limit at 60-65.
Creating a baroness in an infinite loop is difficult because the key crafting isn't infinite, and let's not forget the 10kk key cost.
Let's not forget that there is a roadmap for their progress, considering mid-level players who don't like grinding metinstone farm.
-1
 
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Halferny

Member
The solution that comes into my mind is to lower the chance of pearl drop from baroness (or completely delete it) and add pearl drop to catacomb with a tier system similar to nagaa and dt.
+1
I also think catacomb doesnt worth the time right now. It would be better to add pearl drop to the catacomb
 

Sese89

New member
-1
It's the same with Naga.
Whu make baroness lvl 60 can also make same with Nagga.Is not easy make Dungeon if no have full Wind!Maybe is ok put CD 1H.But no need nerf!
sometimes when you open a chest you can make a profit 10kk or 20kk.Drop is Random.Sometime recive only chest
Do you know how hard it is to do yang at medium level?
My opinion Baroness is ok with that drop.Only can nerf Pasage Tikets!
 
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IDemonI

Well-known member
As stated above, i posted this in general discussions and not suggestions becouse it's an actual issue not a suggestion. If you have anything to add, please do, if you dont please refrain from +/-
 

Sese89

New member
The solution that comes into my mind is to lower the chance of pearl drop from baroness (or completely delete it) and add pearl drop to catacomb with a tier system similar to nagaa and dt.
-1.Why delete Pearl and put to azrael?If they put Pearl to Azrael you will see spam more Azrael :)
With your opinion player can do same like baroness.Whu have 2x account for Azrael can make run by run :)
Baroness is best Dungeon for middle lvl.Is very hard make yang in middle lvl.Alot of player can t farm only stones!!
The Problem is not Dungeon Barones,problem is Dungeon Meley 1h CD after 300 run recive 2x chest per account :)
 
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nub

Member
-1.Why delete Pearl and put to azrael?If they put Pearl to Azrael you will see spam more Azrael :)
With your opinion player can do same like baroness.Whu have 2x account for Azrael can make run by run :)
Baroness is best Dungeon for middle lvl.Is very hard make yang in middle lvl.Alot of player can t farm only stones!!
The Problem is not Dungeon Barones,problem is Dungeon Meley 1h CD after 300 run recive 2x chest per account :)
When you'll see the average drops from the Azrael's treasure coffer (Leopard pill, donation ticket, and more worthless stuf), and when you'll actually level up, cus I don't think u ever tried any Azrael run, you'll feel like you evolved backwards xD
 

Sese89

New member
When you'll see the average drops from the Azrael's treasure coffer (Leopard pill, donation ticket, and more worthless stuf), and when you'll actually level up, cus I don't think u ever tried any Azrael run, you'll feel like you evolved backwards xD
I know Azrael have a bad drop,but this is the game! is Hard metin!Stop Cry and make 5 run per day :)
 

IDemonI

Well-known member
I know Azrael have a bad drop,but this is the game! is Hard metin!Stop Cry and make 5 run per day :)
Hard server exactly. That means high level dungeons shouldn't be outperformed by mid level ones
Furtuermore, if i had the time to do 5x azrael runs per day which would be about 100 minutes not counting the cd, why wouldn't i do baroness since there is a huge chance i would get a bigger profit? Thats my point
 
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nub

Member
I know Azrael have a bad drop,but this is the game! is Hard metin!Stop Cry and make 5 run per day :)
If you'd really know drops are bad, you wouldn't call the current state of some higher level dungeons as "crying". You're levelling to actually gain something from higher level content (dungeons, maps) whereas Azrael brings u about 50kk/ hour on average, which feels like some sort of joke, drops of the spirited silver ore aren't guaranteed, also if you exp to lv 105 you'll lose the drop of extra items from different mobs( tartaros and charon), which lowers what you're getting/hour even more. With this said, I hope you'll actually level one day, and find out yourself how bad the situation actually is.
 

Vanity

Active member
1771940986894.png

I preface this by saying that I have succesfully run Baroness Dungeon with a buffer with M2/M3 buffs - there is an investment, but it's not what people have in mind. Also, about half of the 1000 runs you see above were completed with a character with only 11-13% Wind Resistance, in case this argument is raised.

1771941108247.png

In my opinion, the run is not balanced first and foremost due to:
1771941247626.png
1. Monkey Fang sources - there are only 2 in-game, the influx can be quite significant, but a couple of dedicated farmers can decide who runs Baroness and how many runs are done. In terms of investment? I farmed my own fangs for the 1000 runs - save for about 100-200 that I bought just because I had enough.2
2. Passage Tickets sources - ironicaly, one of the best sources of Passage Tickets is the dungeon that requires them to enter, Baroness Dungeon.
3. Spider Queen Poison - again, there are only 2 spots in the game that can drop this. Irregular farming doesn't net you much, but regular farming of almost each of the crafting materials means that the only Yang cost for doing the run is the explicit Yang cost of crafting the keys (2kk per key, iirc).

Yes, the sources are limited, but they are... not even mid-game sources. I can farm 3/4 key materials even with a lv. 30 char or the minimum level required to enter SD1 (but considering how cheap the Poison can be sometimes, I can just camp Monkeys, which I did for a couple of weeks to get the Fangs).

Then, we have the:
1771941592104.png
Immediate return on investment. 1000 runs meant for me and my partner almost 350 pure keys dropped. In other words, we got one third of our investment back instantly. To this, we add:
1771941648226.png
The raw yang dropped during those 1000 runs.

What did these 1000 runs mean in the instant we finished them, taking into account only raw key drops and raw yang?
Simple - it meant we could instantly round ourselves up and prepare for another 1000-run session with almost no investment. The expenses from 350 to 1000 keys are covered by the raw Yang, the same Yang that will cover Gold Coins, Gloves, and the rest of consumables.

What else did this run mean?
1771941777608.png1771941786586.png
1771941795066.png

The math in the first picture rounds up to about 40kkk - at the prices back then, around August 2025 I think. Soon after, the new BP hit and Shackles/Runes/Codex prices went up really hard. Our total went above 50kkk in the end. We didn't even add the Changers, because we used them ourselves (about 337 changers).

But how much time or players humping 6+ accounts did it take?
1 player, 4 accounts (out of which 2 pure buffers), 1 month (and a couple of days)

Yes, I did do the run on CD from dawn to dusk, but let's keep the results in mind - over 50kkk in the long run.
A single account doing half of that in about 6-7 hours (during which he can do whatever else and login only for 5 minutes every 30) can still make 25kkk.
And the issue is you don't need all the crazy gear people claim you need. Yes, you need to invest - but definitely not as much as you need to invest to do Azrael.

I was doing close to 20 runs a day, in my good days - basically 10 hours, while working, I was there every thirty minutes, for about 7-10 minutes (for both runs). If my math is not wrong, that is under 120 minutes (2 hours of gametime per day).

At a total of 50kkk per 40 days of runs, that's 1.25kkk per day - for approx. 2 hours of active gameplay.
If my math is wrong, do correct me, the data is almost 1 year old and my memories not fresh.

Yes, it takes time to prepare, but so does everything else in this game. So, tell me - with enough preparation, what can you farm or do that will net you over 500kk per hour of active gameplay?

I will not be asking for nerfs here or buffs there, but this is one of the main reasons (cumulative with some other) that make people stay and cling to mid-level content. There must exist a separation between level ranges. There must be an incremental increase in return on invested playtime, an increase that would end up in people who have invested in Beta accounts/characters NOT feel compelled to make characters to run Naaga or Fireland farmers or Baroness runners.
 

21inch

New member
View attachment 3383

I preface this by saying that I have succesfully run Baroness Dungeon with a buffer with M2/M3 buffs - there is an investment, but it's not what people have in mind. Also, about half of the 1000 runs you see above were completed with a character with only 11-13% Wind Resistance, in case this argument is raised.

View attachment 3384

In my opinion, the run is not balanced first and foremost due to:
View attachment 3385
1. Monkey Fang sources - there are only 2 in-game, the influx can be quite significant, but a couple of dedicated farmers can decide who runs Baroness and how many runs are done. In terms of investment? I farmed my own fangs for the 1000 runs - save for about 100-200 that I bought just because I had enough.2
2. Passage Tickets sources - ironicaly, one of the best sources of Passage Tickets is the dungeon that requires them to enter, Baroness Dungeon.
3. Spider Queen Poison - again, there are only 2 spots in the game that can drop this. Irregular farming doesn't net you much, but regular farming of almost each of the crafting materials means that the only Yang cost for doing the run is the explicit Yang cost of crafting the keys (2kk per key, iirc).

Yes, the sources are limited, but they are... not even mid-game sources. I can farm 3/4 key materials even with a lv. 30 char or the minimum level required to enter SD1 (but considering how cheap the Poison can be sometimes, I can just camp Monkeys, which I did for a couple of weeks to get the Fangs).

Then, we have the:
View attachment 3386
Immediate return on investment. 1000 runs meant for me and my partner almost 350 pure keys dropped. In other words, we got one third of our investment back instantly. To this, we add:
View attachment 3387
The raw yang dropped during those 1000 runs.

What did these 1000 runs mean in the instant we finished them, taking into account only raw key drops and raw yang?
Simple - it meant we could instantly round ourselves up and prepare for another 1000-run session with almost no investment. The expenses from 350 to 1000 keys are covered by the raw Yang, the same Yang that will cover Gold Coins, Gloves, and the rest of consumables.

What else did this run mean?
View attachment 3388View attachment 3389
View attachment 3390

The math in the first picture rounds up to about 40kkk - at the prices back then, around August 2025 I think. Soon after, the new BP hit and Shackles/Runes/Codex prices went up really hard. Our total went above 50kkk in the end. We didn't even add the Changers, because we used them ourselves (about 337 changers).

But how much time or players humping 6+ accounts did it take?
1 player, 4 accounts (out of which 2 pure buffers), 1 month (and a couple of days)

Yes, I did do the run on CD from dawn to dusk, but let's keep the results in mind - over 50kkk in the long run.
A single account doing half of that in about 6-7 hours (during which he can do whatever else and login only for 5 minutes every 30) can still make 25kkk.
And the issue is you don't need all the crazy gear people claim you need. Yes, you need to invest - but definitely not as much as you need to invest to do Azrael.

I was doing close to 20 runs a day, in my good days - basically 10 hours, while working, I was there every thirty minutes, for about 7-10 minutes (for both runs). If my math is not wrong, that is under 120 minutes (2 hours of gametime per day).

At a total of 50kkk per 40 days of runs, that's 1.25kkk per day - for approx. 2 hours of active gameplay.
If my math is wrong, do correct me, the data is almost 1 year old and my memories not fresh.

Yes, it takes time to prepare, but so does everything else in this game. So, tell me - with enough preparation, what can you farm or do that will net you over 500kk per hour of active gameplay?

I will not be asking for nerfs here or buffs there, but this is one of the main reasons (cumulative with some other) that make people stay and cling to mid-level content. There must exist a separation between level ranges. There must be an incremental increase in return on invested playtime, an increase that would end up in people who have invested in Beta accounts/characters NOT feel compelled to make characters to run Naaga or Fireland farmers or Baroness runners.
I will definitely open a Baroness account.
 

TurkErkegi

Member
View attachment 3383

I preface this by saying that I have succesfully run Baroness Dungeon with a buffer with M2/M3 buffs - there is an investment, but it's not what people have in mind. Also, about half of the 1000 runs you see above were completed with a character with only 11-13% Wind Resistance, in case this argument is raised.

View attachment 3384

In my opinion, the run is not balanced first and foremost due to:
View attachment 3385
1. Monkey Fang sources - there are only 2 in-game, the influx can be quite significant, but a couple of dedicated farmers can decide who runs Baroness and how many runs are done. In terms of investment? I farmed my own fangs for the 1000 runs - save for about 100-200 that I bought just because I had enough.2
2. Passage Tickets sources - ironicaly, one of the best sources of Passage Tickets is the dungeon that requires them to enter, Baroness Dungeon.
3. Spider Queen Poison - again, there are only 2 spots in the game that can drop this. Irregular farming doesn't net you much, but regular farming of almost each of the crafting materials means that the only Yang cost for doing the run is the explicit Yang cost of crafting the keys (2kk per key, iirc).

Yes, the sources are limited, but they are... not even mid-game sources. I can farm 3/4 key materials even with a lv. 30 char or the minimum level required to enter SD1 (but considering how cheap the Poison can be sometimes, I can just camp Monkeys, which I did for a couple of weeks to get the Fangs).

Then, we have the:
View attachment 3386
Immediate return on investment. 1000 runs meant for me and my partner almost 350 pure keys dropped. In other words, we got one third of our investment back instantly. To this, we add:
View attachment 3387
The raw yang dropped during those 1000 runs.

What did these 1000 runs mean in the instant we finished them, taking into account only raw key drops and raw yang?
Simple - it meant we could instantly round ourselves up and prepare for another 1000-run session with almost no investment. The expenses from 350 to 1000 keys are covered by the raw Yang, the same Yang that will cover Gold Coins, Gloves, and the rest of consumables.

What else did this run mean?
View attachment 3388View attachment 3389
View attachment 3390

The math in the first picture rounds up to about 40kkk - at the prices back then, around August 2025 I think. Soon after, the new BP hit and Shackles/Runes/Codex prices went up really hard. Our total went above 50kkk in the end. We didn't even add the Changers, because we used them ourselves (about 337 changers).

But how much time or players humping 6+ accounts did it take?
1 player, 4 accounts (out of which 2 pure buffers), 1 month (and a couple of days)

Yes, I did do the run on CD from dawn to dusk, but let's keep the results in mind - over 50kkk in the long run.
A single account doing half of that in about 6-7 hours (during which he can do whatever else and login only for 5 minutes every 30) can still make 25kkk.
And the issue is you don't need all the crazy gear people claim you need. Yes, you need to invest - but definitely not as much as you need to invest to do Azrael.

I was doing close to 20 runs a day, in my good days - basically 10 hours, while working, I was there every thirty minutes, for about 7-10 minutes (for both runs). If my math is not wrong, that is under 120 minutes (2 hours of gametime per day).

At a total of 50kkk per 40 days of runs, that's 1.25kkk per day - for approx. 2 hours of active gameplay.
If my math is wrong, do correct me, the data is almost 1 year old and my memories not fresh.

Yes, it takes time to prepare, but so does everything else in this game. So, tell me - with enough preparation, what can you farm or do that will net you over 500kk per hour of active gameplay?

I will not be asking for nerfs here or buffs there, but this is one of the main reasons (cumulative with some other) that make people stay and cling to mid-level content. There must exist a separation between level ranges. There must be an incremental increase in return on invested playtime, an increase that would end up in people who have invested in Beta accounts/characters NOT feel compelled to make characters to run Naaga or Fireland farmers or Baroness runners.
Love you <3
I might as well give up on my goals to do razador run, i've spent 16kkk just for the weapon so far lol
 

Denji

New member
As stated above, i posted this in general discussions and not suggestions becouse it's an actual issue not a suggestion. If you have anything to add, please do, if you dont please refrain from +/-
_

I dont think you have rights to say what is wrong or right, i think you are just a frustrated player who dont have an actual job and stays 24 h on the game, as Vanity showed here, everyone can do that sum of yang if its desperate and stays 24 out of 24 hours on a game, we the rest, have an actual life, but i dont think you know what that is. Crying here because of a mid run that goes a key for 12kk and u get 20 kk profit? with high equipment and alchemy? You are both pathetic!
 
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