[New Users] Please note that all new users need to be approved before posting. This process can take up to 24 hours. Thank you for your patience.
Check out the v.256 - The Dark Ride: Limbo Patch Notes
here!
Revert Heroic Mobs Back to OG Reboot Mobs
To start, this would need to be done with a huge Final Damage passive buff to Heroic Worlds because 1 problem with the original HP values of Reboot monsters is that we did not have the damage to properly kill the extremely tanky monsters.
The game was way more fun with the monsters having way more HP and EXP, and then fighting monsters near your level than way above it. I am also asking for the original HP scaling the monsters once had and not the reduced HP value that happened years later. Again this needs to be accompanied with a huge Heroic Worlds' Final Damage passive buff or the monsters will end up being unkillable, especially when you reach Grandis area monsters.
The other thing is the character to monster level final damage formula to be partially reverted as such:
~ Character levels 1-199 will be the same to how Reboot had it.
~ Character levels 200 and above will be the same to how it is currently since the Arcane River begins a linear path forward and so that characters can still properly do bosses without worrying about their level as much.
Why do this?
1: Because it created a more enjoyable mobbing experience at all levels, but especially created a better new player experience for levels 1-200 with making every map equally viable to each other allowing the player to explore and create their own journey (story).
2: Because with Interactive Worlds getting easy access to Frenzy Totem spawn, there will be a massive difference in leveling speeds between Interactive and Heroic.
The greatly increased EXP that Reboot monsters had will make it where Heroic Worlds can level at a good pace while offering a completely different and unique experience to how Interactive Worlds players are training.
Most importantly, increase EXP gain without one world type being better than the other, and instead just offers an unique and different experience to each other. One has the abundance of weak monsters while the other has a few super powerful monsters that gives a lot better rewards per monster kill.
Separate note for Final Damage passive buff for Heroic Worlds:
Something along the lines of:
~ Final Damage changed to +1% every 2 levels, no level limit (for whenever a level cap increase happens).
This is similar to how it used to be, but Final Damage instead of Damage%.
~ Add on a base of +10% Final Damage at level 1.
This is mostly important for new players and new players are important for long term game growth.
~ Add on every 50 levels, gain an additional +5% Final Damage, all the way to level 300.
As the monsters exponentially get tankier and tankier, this will help keep the monsters killable.
~ All of this will be additive on itself for clarity, i.e. level 250 will grant a total of 160% increased Final Damage.
~ This Final Damage value, even at level 300, is still under shooting how much damage end game Interactive Worlds players can have. Better to undershoot now so we never need to nerf it later. If more damage is ever needed in the future to clear future bosses, either the passive can be buffed further or can come up with another more creative solution, keeping in mind of always keeping Interactive and Heroic Worlds distinct and different to each other.