First of all the spawn is completely random. If we kill all 4 bosses 1 of them might spawn 20 minutes later but another might not spawn for an hour. This means to be efficient we have to essentially camp that area all day and check every 10 minutes or so. I would suggest normalizing spawn rates, but keeping them in line with a specific drop rate. For example, if the respawn time for every boss was exactly one hour the drop rate could be like 25%. That creates roughly 1 orange item per hour. Another example would be changing the respawn time to every 4 hours and making the drop rate 100%. This also creates roughly 1 orange item per hour but makes farming the bosses a lot less annoying. Obviously the oranges per hour figure is completely up to you, 1 per hour was just an example.
Another change would be to make them harder. Currently they are insanely easy. I think any level 59 could solo them and any level 53 cleric could probably also solo them. Bosses that drop gear that is significantly better than gear from expert dungeons should be at least as hard as expert dungeon bosses.
A problem I foresee in the future is going to be fighting over the bosses. Unfortunately I don't mean pvping, I mean whining. Currently TK is so much stronger than SG, TK will get every boss. This means TK players have to compete against other TK players to see who gets the orange item. From what I see there is no same-faction pvp. This means in the future it will come down to whoever attacks the boss first(or however drops are assigned) gets the item. Making the bosses much harder would somewhat fix this problem, because only the strongest and most organized parties will be able to defeat the boss.
Lastly, having all the drops be bind on pickup is very annoying. I have at least 12 oranges sitting in my storage that I can't do anything with. If I'm not on and my friend gets a cleric item and I get his mage item I would like to be able to trade them.
Edited by arapanasati, 25 July 2012 - 05:52 AM.