Quote (ToughGuy_TJ @ Apr 30 2020 07:11am)
that is not really a fair assumption lol
Honestly... I have to agree with you there, damn, I think some of the older players are getting used to my banter...

Anyway, going to edit this post so I can make points to BWC's comments above yours...

Quote (BWConformity @ Apr 30 2020 07:11am)
He also made mobs weaker overall with higher drop rates and removed the exp penalty for unlocked classes.
I know you just want the best for people but there is no flaw if players with subpar gear who can’t afford or are unwilling to buy better gear and/or change up their playstyle have trouble making it to master quest on an unlocked char during an event designed to make the game more challenging. Maybe we should ask Paul to change the name to “Novice Quest” and make it available at lvl 11 so we can start the complaint topic about the next change Paul didn’t need to make but made anyway for QoL. The reason we have set easy mode 1 at all is because some people asked for a way to turn easy mode off for first climb and Paul went a step further without being asked and gave us a toggle to turn it back on after first climb. Before that we had events including ones with monster difficulty (and monster difficulty was doing a lot more back then) but without easy mode being an option for any unlocked classes. Paul gave us easy mode, and now players are asking for easier mode. If I were Paul, I’d remove /set easy 1 altogether.
I am the 99% one of the players that will subjugate items like EE for stat gear (even if the stat is Int gear instead of Str/Dex) or consider "re-rolling & play an alternative [or entire mule(s)] character(s)" in your post. So, with that in mind, the following statement(s) are still relevant:
Paul made adjustments to benefit players for Group and Solo climbs (even though he wanted more people to play together), he removed Experience cap for unlocked characters because people bitched and moaned about it (personally, he should have just stuck to this instead of increasing "Monster Difficulty" at higher levels while increasing the level by 2 each unlocked class level).
Now we have more controversy because it is hard to climb some "Classes" above 71 with the high "Monster Difficulty" going up exponentially, so, to be fair, he should have a counter measure (basically a Cap on "Monster Difficulty" @ say for example, level 75, BUT, not a cap on "Experience gain or Drop %" as some people have to get to level 101) as well as introducing at least a level 60 Master Quest items.
Dang, I feel myself going off topic even further, so going to stop here, but, I know you get the general idea of this post.
This post was edited by izParagonzi on Apr 29 2020 01:47pm