Temple Lock Drop Rate Needs Immediate Review

I’ve been trying to complete the temple for over a month now, and it’s simply impossible.

It’s extremely frustrating to have 12 master spies and still face sequences of 3 to 5 runs in a row without a single lock drop. This completely blocks my progression.

Over the past two weeks, I can confidently say that even after doing around 100 runs, I haven’t made any progress. The lock drop rate feels completely inconsistent with the amount of effort invested.

Honestly, I hope you review this, because it’s discouraging enough to make me consider quitting the game. The RNG, as it currently stands, doesn’t seem to make sense. Going five runs in a row without a lock, considering all the preparation required to obtain them, feels extremely unbalanced.

Please take a look at this mechanic and consider adjusting it.
Último bump em 23 de fev. de 2026 09:14:09
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Última edição por Tenente002#5592 em 23 de fev. de 2026 08:52:40
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I understand this frustration — and you’re definitely not alone in feeling it.

Since the 0.4 cycle, a growing number of players have been reporting difficulty sustaining Temple Locks, even when running multiple level 3 Spymasters and investing heavily into temple setup. Long streaks without a single lock don’t just feel like bad RNG — they effectively stall progression and can invalidate hours of planning.

What makes this especially discouraging is that temple building is inherently a long-term system. When lock availability becomes too inconsistent, layouts collapse not because of strategic mistakes, but because players simply can’t access the tool required to stabilise key rooms.

Across forum discussions, the recurring pattern isn’t that players expect guaranteed locks — it’s that the variance feels extreme relative to the preparation required to even attempt a drop. Going 3–5 runs without one is understandable RNG. Going dozens of attempts with no progress starts to feel misaligned with the system’s intended pacing.

Even if the current behaviour is technically correct, the perception across the community suggests the mechanic may benefit from iteration. A few possibilities that could help without trivialising temple progression:

• Slightly tighter RNG band on lock acquisition
• Alternative (even slower) ways to stabilise rooms without relying purely on drops
• Or simply clarification from GGG on expected drop rates and design intent

Temple construction is one of the most engaging endgame loops right now, but when lock droughts happen, it can shift from strategic planning to risk avoidance and burnout.

Would really appreciate some developer insight here — whether this is intended variance, a side effect of recent changes, or something that may need adjustment.

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