Quote (LabattBlue @ May 19 2022 02:32am)
no way in hell im playing vs 15 eps at level 71 when healers use 140ee on hc
I like this response. Solo @ lvl 71+ you encounter 3 EPs and you are fine with that, but not fine with 5x level 71+ characters that may have 2 Tank/Melee (maybe back up heal) with 2 casters (again back up healing) and 1 full healer group?
Just reminds me of the old days with 2x Healers in group with 1 Tanker... yup changes made and higher levels are a bitch (85 ... oh Alchemist) in comparison to the level 71 MQ days.

On the otherside of the point, healing charms would go back up in price like the old days.
Quote (iBankBobsTips @ May 19 2022 02:34am)
Ya I think no, unless u wanna make group bigger than 5 which would then be worst to try and get 5 is hard enough, imagine a 7 man group
I wouldn't want group to get larger than 5, but then again, we still do 2, 3 or 4 man group runs as it is, so even if it was higher than 5, e.g. 6, the monster spawn would increase another 1-3 ... 16 to 18. as I stated in post, increase the monster spawn based on the
same ratio as a solo'er = 1-3 spawn per person in group.
Quote (4ndr3as @ May 19 2022 02:34am)
It doesnt matter how much EE your heal got attleast at that point.
140 or 300 you are still dead because you cant run to town in time. +6 EPS is even a higher chance for bad monsters to spawn.
It would be literly just a 1 Tap for the whole group
What is "bad monster" spawn? Are you talking about those that "stun" you? Hey, I can solo 3 of those EPs using 0% Enhanced Effect armor, even if they are EPs... yup, they are hard, but challenging. I like doing maps that have them regularly.
I understand your point, and yes that can be an issue for sub par equipped people like myself, shit, I use a 12x LEVEL 25 Reg Heal all the way to Master Quest while using 0% Enhanced Effect armor ... ouch, it makes me enjoy the game more because it is challenging.
But what the hey, people want it easy.
