I’ve seen a few threads on this topic, so I just want to add some context on why the Jackpot changed for Night & Dawn:
Previous jackpots have been low drop chance, high reward. We wanted to test a jackpot that dropped significantly more frequently to give more players a shot at feeing good about getting something special, but we undershot the value to the point where the moment wasn’t exciting at all.
For Mecha Kingdoms, we are going back to a normal jackpot style, but adding in a “Lucky Roll” drop as well. The Lucky Roll should accomplish the goal we were after (a drop better than the base orb value, but not quite jackpot level) while the jackpot bags in MK should feel suitably juicy and exciting to open.
Thanks for all the feedback here! We are still discovering what players love about Loot in League (some players love high variance high reward, while others prefer more controlled odds, for example) so the feedback really helps!