Quote (sir_lance_bb @ May 16 2015 08:53am)
A return to previous NMNM or Ambush would just result in people doing those quests multiple times a climb. Which people did and were rewarded for it.
The quests of Ambush/NMNM need to be able to be spawned reliably in a group and No Maze No More needs to have Elemental Education removed as a prereq, otherwise you have to go through a big hassle to spawn it. As in a hardcore league, I'm not trusting anyone on EE with casters in my game with EE and even if you don't have casters, EE is a pretty hard quest that requires a pretty solid group composition and some gear.
Make quests spawn easier to where if you explore early, you can expect to hit them. Change NMNM to not require EE to be done. And then make it to where quests only pop up once a climb and heavily increase the reward for doing them and potentially increase their difficulty to meet the reward. And the fact they can only appear once a climb prevents people from farming them over and over.
Also high level farming should also be rewarded. Anyone who completes evils over level 100 , the drop rate should be greatly increased. The amount of risk and effort here warrants it.
NMNM + EE: This is a decent idea to remove EE as a requirement, how would lowering the level req of EE so that it can spawn earlier? [thus keeping it a req for NMNM]
Quest only pop up once: This is a good idea, I can see it being abused... "oh look, shamans, nevermind, we just remake since only 3 of us in group", "oh look, four corners, they take too long, let us remake" and so on.
High level farming: yes, there should be a better reward from them, but we also know that only a few people can do this, so instead of gaining GPs for reaching level 101, how about giving you a "Do over if you Fail", as it reads, let us say you are a monk, you make it to level 101 and fail MQ, instead of resetting you straight away, you get to re-try... OR... if you fail a key, it lets you re-pick the key for that door.
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The game needs real balance.
People don't want "Durability" to be introduced because they will lose fg if introducing a repair shop in the MP, so we introduce Skills for people to learn to reduce that cost, and, if the skills were introduced, you can provide a market by selling your trade of repair, which brings in a bit more economy to the game.
NOTE: the bad side is, it will take ages for someone to get good at repairing level 55 items.
1-71 Speed climbs... to me this needs to slow down by making monsters 300% harder at the start [lvl1] and tether out the higher you get. As for rewards, we already get tons of low level items to compensate for it.
Objective Rewards: increase these rewards to make it seem worthwhile to complete them.
... Maze = 1-5 extra slots
... Pinch = 1-5 extra stats
... Bits = 1-5 extra dexterity
... Hack = 100-300 max life
... Face = 2-8 extra stats
... Shamans = 100-300 max mana
... Treasure = 1-5 extra stats + 1-5 extra slots
... Sneaky = 2-10 extra vitality [or add something like +100-300 max life]
... Ambush = 2-8 extra dexterity
... Slash = 200-500 max life
... Four Cnrs = 1-2 Ability Points [or add something like +100-300 max mana]
... E E = 2-8 extra intelligence
... NMNM = 2-8 extra Strength
... Mirror = 7-15 guild points [or add "re-do 1 failed key when doing MQ"]
Note: above rewards seem high, but in reality it does not make much difference at all, but, they do look more appealing.
Find another balance for Life Steal, maybe it works normally when facing the same monsters to the Tier of the weapon, as the
monster levels increase, or reach another tier, the Life Steal diminishes in effect, best examples would be going from level 55-101,
by the time they reach 90, life steal would only steal 1 life per attack [or something like that]
Introduce "Specialised Skills" for each Class, they can only be activated at critical times: i.e when you are at 50% health or below.
Fighter = Barrage [1-9 attacks that round recieving 1-2 lpa per number of targets. Only activated when at 50% or lower health]
Mage = Channelling [Draws mana from one monster to replenish mana similar to 1-3 mpa. Only activated when at 33% or lower mana]
Guardian = Blessed Aid [Party is fully healed. Only activated when PARTY has 50% or less life]
etc [personally could not think of any others, maybe you people can come up with ideas]