I died today on my main. Not gonna say how, but it meant I had to regear the account. >Portsmouth - get an inventory of apples and drink 1s after 5-10 min >Maze of the Tenth - almost die to pigmen because they spawned faster than usual >get the most useful legendary in the game and barely full chain >Full iron dsword off super secret alt >Tahosa for better quality pots >pots got nerfed to 1 chest, I got a drink 2 and a splash 2 >I got a button in ports so I decide I want a binding helmet >Go to krubera, 50% of the chests are spawned and i get a few carrots and some bow dura >flawless parkour >brand new dungeon in gives me stone swords and chain >Giant fight, the room is filled with zombie spawners but I can hit the giant much faster so it shouldn't be so bad >Giant takes 50+ hits to kill >I used fourteen potions and 3 lone sword clicks >Loot room gives binding helmet, less than 30 dura iron pants, a bad smite 2, and a good power 2 >everything else is iron swords, stone swords/axes, bad bows, and chain >for FOURTEEN POTIONS and 50+ dura off all my armor pieces >Have to clear out the zombie horde that jumps me as I leave the loot room, then I run to aurora because need to farm pots and food at the same time in order to not die >switch to PvE so I don't get jumped >when I log in I'm bleeding >wasnt before >aight >there's like 4 food chests in aurora but they each spawn 1-2 items and it's rarely apples or carrots or wheat so I spend most of my time there without sprint >loot pot chest once, 2 drink 1s >run around aimlessly filling my shears with dye >loot pot chest again, 2 splash 2s and 1 drink 2 >also get 2 gunpowder just from casually opening random mil_rares Important questions to consider (least to most) 1. Why is gunpowder found pretty much everywhere now? I'm not the only one getting a ton of gunpowder. I thought the devs intended splash inventories to be hard to get... 2. Why weren't lone swords moved? Everybody assumed they would be because the risk/reward balance in Maze of the tenth leans drastically in favor of the player. 50 free hearts of healing... 3. Why wasn't Krubera Vault playtested? Whether it was a deliberate decision or a ball of spaghetti in Doc's new code, the requirement to kill a Giant with over double health is so unreasonable that I am unable to believe there was any feedback phase at all. Maybe if it wasn't closed for PTR, the players could have told you that they legitimately feel cheated when they blow their entire inventory on an obnoxious boss mob (not difficult, obnoxious) and are rewarded with the lowest caliber of gear. Do the devs actually believe that the current krubera vault can be beaten with a chain set and stone swords? Is that why the dungeon chests spawn them? Or am I supposed to basically gear twice just so that I can get a binding helmet? KBV has the opposite problem of Maze of the tenth, and no thought was put into it. I believe every sane player appreciates the monumental effort supplied by the builders to improve and add to MineZ's map and lore. However, it's become clear over the past few days that these efforts were imbalanced. This story outlines the grievances of just one player, a player who otherwise feels beyond satisfied by the work done by the builders. Many other more cynical players are telling the community that the entire update is a letdown and MineZ is dead for good. I don't think these things are true, but Origins has many issues that I'm not confident will go away if I continue to be silent. Discuss.