Quote (njaguar @ Sep 11 2014 08:11am)
I'm planning to continue focus on making the game more accessible to new and returning players. Unfortunately, making monsters more challenging without other things to counter-act it is counter-productive towards those goals.
Perhaps it may be time to add new gear types that can be used as "stat buffs" so to speak. jewelry, more armor types, whatever. Part of the problem I was noticing before I quit playing (yes, it has been a while) was that with each new update, mobs were becoming more and more difficult. Yet I was not getting stronger. In group play, it translated to slightly longer runs. In solo play, it translated to several hours more per climb. Given not everyone has the time to dedicate to a full group climb, the largest miss to accessibility is the solo play factor.
So, with so much focus that has been given to mobs being so potentially powerful, yet it taking so MANY mobs to kill to get to a point where you can MQ, it might be a good thing that rather than having to try to get every single stat right on 3 primaries in order to succeed, perhaps the armor/charm/weapon/acc really SHOULD just be about ee level. Then perhaps a new piece or three that's stat focused, to help power up all of your primary kill/healing gear, as well as provide a few masteries, some lpk, that kind of thing, might be a good choice. This would neither be the first, nor the last RPG style game where the melee/cast/heal/defense element of the game was accessible to anyone, and it was rings/amulets/socks/hair things/whatever that gave the needed boosts to make someone a "specialist" in one form of battle or another. In such a system, you could also implement the ability to carry a standard weapon, heavy weapon, attack charm, heal charm, or hell, even charms of each different element, with hotkeys for each. There's certainly enough keys on a keyboard.
But the largest problem with such a variety of mobs is that combat becomes so situation-based that especially for the solo player, how exactly are you supposed to "do well"? It makes little sense, with the current limitations on things such as how many pieces of gear you can equip, inventory size, vault costs compared to shitty economy for items, etc.
It may well be time, with some of these changes being put forth regarding mob diversity and difficulty, to add to the player diversity and complexity as well. It's been several years since this game was the "simple hack and slash" of 2006. Rather than pretending it still is, why not expand it to achieve some of it's true potential?
Then again, maybe not. Merely a thought.
This post was edited by InsaneBobb on Sep 11 2014 11:52pm