Neurath wrote: » What luck it was that the update was not a content update but a class one.
novercalis wrote: » When steven has mention that he is taking inspiration from L2, EQ and old school mmo - those contents were hard. When he hired Jeffery Bard, a EQ guy - we were excited to see hard content. Knowing his intention is to make leveling be 2-3 months - we know the content is gonna be hard. When you introduce Xp debt, that makes us believe there will be difficult content that constantly threaten us to the dreaded xp debt mechanic. I get A1 gameplay didnt reflect that but there is no hard criticizing this now. I can only assume, the devs in charge of characters (both PC and NPC) are working on the strength and weakness, deciding the HP pool, the mechanics, the abilities, the amount of experience point, damage output, etc.. therefor they are also the same people who decides the difficulty of it. Thus I feel it should be brought up. They should always tune it hard and scale down, instead of start weak then tune up. no-one likes easy, too hard and we can tone it down notch by notch.
Neurath wrote: » I associate health with TTK and don't believe the hardest mobs have the most health per say. One of the hardest mobs I've ever fought was against a wizard with 100 hit points and a pet with 100 hit points. Both the wizard and pet put shields on each other and you couldn't dent the health whilst both damaged the attacker. Windows of opportunity opened and you'd need to nuke in each window. Slow reactions could get you killed. Hence why I still think the basic premise of the pve is still flawed. Elite mobs should call for aid - all bosses should call for aid. Thus, a skilled player would have to use counter play instead of dying or face planting. The ranger showcase showed the best outcome with the ranger 'dying' a lot to the ranged damage. However, the simple addition of a call for aid would turn the 4 man team into 8 because fighting lone elite mobs would be very rare.