Millie, I had made a post in the Nyzul Isle adjustments thread; however, I am going to re-post it here in an attempt to place it along with some other thoughts I had regarding this quests.

Quote Originally Posted by Camate View Post
Spawn timer reduction for Gulool Ja Ja, Gurfurlur the Menacing, and Medusa you say? In addition to these three baddies, we are actually looking into reducing the spawn time for all HNMs! The idea is to give you all more opportunities to fight these elusive, notorious enemies. However, please understand that by eliminating the “time cost” associated with them, it will result in other types of costs to arise (for example, having to obtain triggers from battlefields to spawn Fafnir/Behemoth/Adamantoise).
Since the time of this quote, the player base haven't heard, or seen any more information on this topic (specifically Mythic related NMs including: Gurfurlur the Menacing, Gulool Ja Ja, and Medusa). Camate, do you have any sort of update to this information?

Secondly, I had posted feedback in another thread which I will re-post here in hopes of getting an answer (again):

Quote Originally Posted by Bersty View Post
Camate,

Thank you for your reply. I am happy to see that they will be lowering the cost of temporary items in Nyzul Isle. As someone who has worked long and hard to obtain the necessary points to continue in my quest for a Mythic Weapon, I am happy that I won't have to "fear" going below the 150k mark due to experimenting with this new Neo-Nyzul.

On that note; however, I do have some feedback in regards to the Alexandrite and this new content. As a player base, we are currently unaware of what may come down the road in terms of changes to Salvage; as such, when it was announced that Alexandrite would become available through the new Nyzul Isle content, I must say, I was very excited. I was hopeful that this would increase the supply of Alexandrite on a more than sub-par level server wide. I choose to use the wording "sub-par" because, truthfully, I am not the only one who feels that the drop rate in this new content does indeed still require some investigation.

It is no mystery that the quests and items involved in the initial creation of a Relic, or Empyrean weapon require a much different process than that of the Mythic weapons; as such, I feel the requirements are still quite reasonable with the Mythic Weapons with the exception of a few things, the number one thing of which being Alexandrite.

I have always felt that one of two things needed to be done to help "balance" the difficulty of creating the initial weapon itself (Mythic, vs. Relic/Empyrean):

1. Reduction in the number of Alexandrite required for quest completion (I truly believed that this wasn't something that would change, or that actually needed to be changed; however, I still felt it could have been a solution)

or

2. A more likely solution; to increase the availability of Alexandrite through both Salvage and Nyzul Isle. I feel that much can still be done to increase the drop-rate of both individual pieces of Alexandrite as well as the pouches which yield random amounts of the item.

As you can see, option 2 was clearly more probable from the beginning, and I am happy to see that some effort has been taken to pursue this route; however, I feel the changes *SHOULD* be far from over in regards to the drop rate (in both Salvage and the new Nyzul Isle).

Are you able to comment on the this topic? Perhaps shed some light on what the development team is planning in regards to the Mythic Weapon quests' future (will it see any changes)? Most importantly whether or not more balancing will be done to the drop-rates of Alexandrite in Nyzul Isle, as well as Salvage?

Thanks in advance,

~Bersty
Hoping we can stir up some interest in this thread from the community team, maybe get some questions we have on our mind answered. I know that I have personally been camping Gulool Ja Ja for 4 days now, and have yet to see him spawn in the room (checking via widescan). I've also been sure to follow the Besieged closely, even partaken in Mamool Ja Savages to ensure he was not present, and was not killed.

The bottom line: Potential changes to these NMs should only be the tip of the iceberg in terms of balancing the difficulty of creating the "Base versions" of Mythics vs. Relic/Empyrean weapons. Any comments we could receive from the community/dev. team in regards to the quests related to Mythic Weapons would be greatly appreciated.

~Bersty