Quote (njaguar @ Apr 11 2018 08:33am)
What about adding increased stats on top of the +level? This would make them stronger in multiple ways, but also help increase potential rewards (proficiency, drops, etc) for the risk taken.
thank you for a reply sir.
the problem is the +level part itself. somewhere in the code, when you made the change from groups from +3 max, to +99 max, Level of monster VS level of attacking character was used as a modifier for Drop quality. if you were higher, lower drops, if you were lower, better drops!
When you made the +99 change, people realized that, and started exploiting it quickly and drastically, by say having a lvl 71 whistle lvl 65 mobs for level 45s, giving GREAT drops consistently. WHich you quickly Stopped that.
But. DURING your stopping of that. Somehow, somewhere, in the code, Now being a LOWER level then a monster actually ALSO gives WORSE drops then if you are the same level, not just if you are a higher level then the monster. I can promise you this is 100% true. I can show you result after result that when you level on an EP, the monsters you kill AFTER the level, (EP'S being lower) drops are absolutely garbage. as well, if you have a game with a Rogue driver, and the others are all higher characters, aka by the time you hit 55 the rogue is about 2 levels higher, the drops are also absolutely TERRIBLE. the only possible way to get drops is by everyone being the exact same level. This has been tested time and time again.
So, being a TD, give you +3 levels, Means that the monsters get harder, but the drops also get much much worse. So there is no point.
I implore you to check into this.
I would seriously be SO happy if this was fixed. I agree that trap doors should be higher difficulty, higher potential, but as it stands it is not that way.
Thank you