Some PvE balance suggestions

Some things that i think will be good for balancing pve mostly on m10s.

Remove hatchet ability to hit multiple targets, it will be still the best weapon to kill bosses but not that better than other weapons on clearing expeditions. Same for all ‘small’ weapons that comes in future.

M10s should have 50% heal reduction by default. Use your pots, dodge, life steal and positioning to survive, not just a mashing of left clicks while the healer do all to keep them alive.

Lower mobs magic resistance to make magic weapons more viable.

25% freedom and/or grit on mobs, some expeditions are too easy with hammer or spears.

Bleeds and poison does double damage, DoT builds are fun.

Arrows and bullets have at least 1.2 multipliers (1.4 with orichalchum) on expeditions.

Mobs that apply rend, use more aoe attacks and roots.

Remove perks from shields, or at least leaves only wards, sure footing or defensive perks.

More mixed mobs, not sections with differents types of mobs. Maybe only one unique type of ward and bane modifier.

Higher cap on rend

Mutations that applies 10 stacks of bleed, that only goes away when you die and respawn.

Double the expeditions weekly limit.

Let we all know the player best time,
numbers of completions and any relevant achievement on expeditions lobby, this will make groups to form faster.

More random mobs on m10s and not only pre built.

Aggro should change faster

Headshots with double damage

Selling umbrals on market

Mutations with mobs who resist to physycal damage.

Damage of ranged mobs are too high.

Some random buffs to be found that last some time.

1 Like

that heal reduction going to kill tanks real quick mate.

agree with more mob types if we get expedition ward sets instead of 1 type of mob.

arrow and bullet damage just might make it viable.

don’t like the bleed idea there is already enough uncleasable debuffs. make all the debuffs cleansable and then we can talk about adding more. sick of having all these ways to cleanse an no way to use them in dungeons.

headshot dmg seems a little high of a % since you can still hit decent dmg with a bow, lower the % and you might be onto something.

selling umbrals should be a thing, people do it anyway might aswell make it legit and less risky.

physical resist mutations should take the form of thrust resist mutation then slash ect. this would encourage people to change things up and would also keep it inline with magic resist.

instead of random buffs just remove the caps on empower, rend, disease ect for both mobs and teams. lets see the true potential of team builds.

you want a mutation idea? give the mobs the same abilities players get. imagine being gravwelled by a skeleton.

edit: also agree with magic resist reduction. mages could add alot of utility to teams if their damage was comparable to melee.

1 Like

Instead of cap on runs I would suggest we have a 150 000 weekly shard cap instead (25x M10 Gold), this way we no longer have the feeling that only m10 gold is worth while, I for one would love run some lower mutations to help new players out. But the loot and shards are all gated at M10, we already have insane amounts of garbage loot I do not want to run lower mutations knowing I have one less run left on my weekly cap when I could at least have a few Legendary drops if I ran M10 instead. (still garbage drops for the most part, but at least there is a greater chance)

Their plans to have fewer mutation levels is definitely a step in the right direction, but this would still be plagued by the same problems new mutation runner face right now, lack of experienced players willing to teach new mutation runners, as well as some outrageous demands that some players put on players who are still learning mutations. (Much can be said about the difficulty, but when you go from normals, where you can practically facetank every ability to having to at least dodge some attacks and mutation effects, this is initially a huge difference between a normal run and mutation run)

I could not agree more, it is quite tiresome to trying to carry players who does not want to learn or partake in mutations but are forced to do so since there exist no alternative ways to farm heaps of shards. Heck there are even players who want to focus on crafting of gathering, these players have no path to 625 at all.

2 Likes

there is a path to 625, it is just slower/longer… gypsums = 400 per when you have the item on 625, then you can use those for another slot and get them up… and if they are lower you just get less shards but still useable to upgrade… and you get 50 shards from chests here and there too… so not impossible but it isn’t 6000 shards for 30min dungeon. Also you get like 15000-20000 shards as a new char going through the mainstory which was enough to get 2 weapons to 625 (what I did with my first shards) so thats another daily 800 shards from gypsums to put into other slots to get up there easy peasy

This topic was automatically closed 21 days after the last reply. New replies are no longer allowed.