09-28-2020, 11:36 AM
(tl;dr at the bottom, lazy peoples)
Personally, I just want a challenge in any way, shape or form that doesn't come from me willingly making myself do stupid actions or only losing due to being outnumbered while being able to keep the amount of build variety that I can easily get away with in PvE.
I don't give a shit much about most of this loot or whatever.
Then it'd just become another method of preparing for overall PvP.
As I see it, if you don't care about PvP, then you only PvE because you somehow enjoy the loop, want money for building things without pestering others, really just like being a hoarder or just want to suffer so you can give free stuff to everyone else or sell stuff to others that they'd get a use out of more than you.
To put it bluntly. If you remove fighting others from the equation, can you really say you'd have much of a reason to PvE if you're not a builder?
Artificial difficulty stacking will hardly fix the multitude of issues PvE already has.
Increasing Rare Drop Rates from enemies with higher tiers or whatever would also literally make it so people overall commit to PvE less outside of the initial allure of "wow, higher chance, I feel only a tiny bit more motivated to remotely try and get these things so I don't have to play this god forsaken game any longer than I have to while getting to commit to beating someone else up."
I don't even think we necessarily need this, even if I see minimal harm coming from it, I also see minimal change coming from it in the grand scheme of things.
I just want a non-artificially bloated challenge that isn't braindead easy to breeze through while still having some value to the Non-PvP crowd.
Even if I do go into the PvP fray, I find my pure PvE characters often lacking in any actual reason to go grinding at the end of the day outside of sheer IC.
And I can just OOCly fluff that for the same exact result without the suffering time or pointless, mind numbing time.
Most of that stems from the AI being bad and a lack of reason to actually go in too deep on PvE.
So solutions are as such.
Either commit to giving a lot more stuff to grind for, many of which are good, alongside not being able to really replicate their material or enchants at times. Aka, add in new materials, enchants and whatever to add more to the regrindability since getting one item right now would commit to y'know. Just being instantly changed to fit your desires, which reduces grind value.
Or.
Add more interesting mobs that aren't just powered up or different elemental variants but rather have different skills and an improvement to the AI to keep you spicy on your toes and what have you. Exclusive mobs that only turn up in higher dungeon ranges would also be a godsend.
Also increase the minimum cap that a dungeon can spawn at up to 90. Of course, don't allow capturing of mercs or whatever past a certain point. Make it so that the Iahsus cycles affect dungeons way more, so players can actually utilize this more than they do now to their advantage.
A lot more risk to reward factor.
That's about it, really. tl;dr All of the issues I see with PvE, based on the post that for some reason redirected me here, won't remotely be solved or even put in too much of a more 'fun' or better place unless they skills actually did different things that weren't just more gouged damage and flat stats or stolen skills from players/other monsters.
Okay, bye.
Personally, I just want a challenge in any way, shape or form that doesn't come from me willingly making myself do stupid actions or only losing due to being outnumbered while being able to keep the amount of build variety that I can easily get away with in PvE.
I don't give a shit much about most of this loot or whatever.
Then it'd just become another method of preparing for overall PvP.
As I see it, if you don't care about PvP, then you only PvE because you somehow enjoy the loop, want money for building things without pestering others, really just like being a hoarder or just want to suffer so you can give free stuff to everyone else or sell stuff to others that they'd get a use out of more than you.
To put it bluntly. If you remove fighting others from the equation, can you really say you'd have much of a reason to PvE if you're not a builder?
Artificial difficulty stacking will hardly fix the multitude of issues PvE already has.
Increasing Rare Drop Rates from enemies with higher tiers or whatever would also literally make it so people overall commit to PvE less outside of the initial allure of "wow, higher chance, I feel only a tiny bit more motivated to remotely try and get these things so I don't have to play this god forsaken game any longer than I have to while getting to commit to beating someone else up."
I don't even think we necessarily need this, even if I see minimal harm coming from it, I also see minimal change coming from it in the grand scheme of things.
I just want a non-artificially bloated challenge that isn't braindead easy to breeze through while still having some value to the Non-PvP crowd.
Even if I do go into the PvP fray, I find my pure PvE characters often lacking in any actual reason to go grinding at the end of the day outside of sheer IC.
And I can just OOCly fluff that for the same exact result without the suffering time or pointless, mind numbing time.
Most of that stems from the AI being bad and a lack of reason to actually go in too deep on PvE.
So solutions are as such.
Either commit to giving a lot more stuff to grind for, many of which are good, alongside not being able to really replicate their material or enchants at times. Aka, add in new materials, enchants and whatever to add more to the regrindability since getting one item right now would commit to y'know. Just being instantly changed to fit your desires, which reduces grind value.
Or.
Add more interesting mobs that aren't just powered up or different elemental variants but rather have different skills and an improvement to the AI to keep you spicy on your toes and what have you. Exclusive mobs that only turn up in higher dungeon ranges would also be a godsend.
Also increase the minimum cap that a dungeon can spawn at up to 90. Of course, don't allow capturing of mercs or whatever past a certain point. Make it so that the Iahsus cycles affect dungeons way more, so players can actually utilize this more than they do now to their advantage.
A lot more risk to reward factor.
That's about it, really. tl;dr All of the issues I see with PvE, based on the post that for some reason redirected me here, won't remotely be solved or even put in too much of a more 'fun' or better place unless they skills actually did different things that weren't just more gouged damage and flat stats or stolen skills from players/other monsters.
Okay, bye.