So I just did about 30-40 mins on a Sea Serpent spawn because they used to have Serpent Venom Sac (q4). I did maybe 4 or 5 waves of the mob and the lootpack became pretty apparent. They dont anymore it seems, which is fair enough. But from what it looks like, the redesign/change is redundant and results in a useless mob. The lootpack feels almost identical to that of a Shark, but instead of Q3 Shark Bile we get Q1 Venom Sac, obviously. The difference here, is that we do not get as many Venom Sac as you would from other sources. So, given the contents of the loot pack of a Sea Serpent, we have to compare a few things about this spawn vs the other locations that one can acquire these contents. The general sea theme loot, such as Nacre, Fish etc can be better found elsewhere, such as Sharks. Sharks take the same amount of time to kill, but spawn in greater numbers and drop a more useful enchant mat.. So already, a Shark spawn is better money than a Sea Serpent spawn. They also both drop Sea Rares (Ship Mod, Astrolabe etc) Though I did notice Small Map and Map Fragments dropping from Sea Serpents. The main difference is that Sea Serpent can drop Cephalapod Ink. As for the Q1 Venom Sac; This can be acquired from Sarlids I think? In Elf Lands at an extremely better rate than Sea Serpents, due to quantity of mob, respawn, etc etc etc. So basically, for everything a Sea Serpent drops, it has a far FAR better source out there. The mob serves no real purpose other than an isolated uncontested filler on the map, to make oceans look spawned with mobs perhaps. I'm fully aware that there could be a very rare drop on these mobs, but whatever it is, the money to buy it could be farmed elsewhere in the time it takes to get it here. So that's just my thoughts on the mob. I'm not even sure what to suggest to make it more attractive and useful and even have a base level of purpose. Even a low(ish) drop rate on Q4 sac would have been OK. I believe so because the nature of a Sea Serpent spawn is to generally be uncontested and extremely remote... But that's always tricky to balance because a players gametime is quite valuable to the player also.. and Darkfall requires more work and effort elsewhere and on different mobs too. If you want a player to be able to live off a mob spawn, then it has to be a valuable enough resource in the lootpack that can be traded off vs other stuffs this player needs.