Possibility of adding Difficult Late Game Content

Imported from legacy Flarum.

+1, beside challenge can also be a good endgame place for:

Getting titles achievement (we dont hab that here yet)
Exclusive costume currency (spice things up beside getting it thru fashion shop,eggs, or item gathering)
Speedrunner leaderboard

Imported from legacy Flarum.
Original author: intrepidenigma (Flarum #387)

@Mercurial

Agree’d

CANIS BLESS AGI PLEASE!!
+1

Imported from legacy Flarum.
Original author: Choco (Flarum #391)

+1 i’d also be interested in more challenging content

Imported from legacy Flarum.
Original author: balance (Flarum #397)

+1 for Choi

Imported from legacy Flarum.
Original author: helenedeson (Flarum #475)

+1 for choi

Imported from legacy Flarum.
Original author: Nixx (Flarum #424)

+1. The most fun I’ve had in RO was with a custom Halloween instance in a now closed down server.

Imported from legacy Flarum.
Original author: Misao (Flarum #373)

On retrospective this is a great idea compared to the other suggestions geared towards endgame players. Adding new difficult custom content is always better than making existing content harder.

Imported from legacy Flarum.
Original author: Choi (Flarum #323)

@balance @helenedeson thanks guys…

Some ideas I think would be interesting (repeating a few from the original post) and adding to @Serenity’s recommendation of normal, hard, and nightmare modes:

  • Versions of existing instances specifically made to encourage people leveling to level together by giving additional EXP for completion and by having an upper level limit of 239. 240 is the threshold that a lot of high-tier equipment have (Nebula, MVP Equipment, etc.). These instances can give useful currencies for players to gear with like amethyst fragments, lead, minneas, automatic module boxes, etc. or have a low chance that a player will get custom boxes like Vivatus Box, Poenititia Box, Thanatos Helmet Box, etc. (not end game but decent gear). Some possible instances to consider: Hidden Flower Garden, Villa of Deception, Tomb of Remorse (although tomb of remorse is already pretty difficult).

  • Nightmare Endless Tower. Constellation Tower feels like a climb just to get to Betel. Nightmare Endless Tower could have a huge decrease in damage taken from all mobs so that the MVP floors and some later mob rounds are difficult. I’m thinking Biosphere level Reductions. Might need some ideas on what would be an exciting reward for this.

  • Compiling the ideas from others: Normal, Hard, Nightmare instances with no level limit with a focus on party-oriented play that give currencies or special reward boxes that give low chance of unique costumes or costume coupons, low-mid chance of BSB, enriched ores, gym pass, bubble gum, etc. idk and high chances of things like token of siegfried, kafra card, muh coins, malango special cans, etc. Here we could also add title achievements and leaderboard, but I would love if @[deleted] could expand on that idea.

Some Mechanics that could encourage party play:

  • Some bosses receive reduced damage from ranged and magic damage increasing the priority of melee classes and Devo.
  • Multiple bosses in an instance where one takes reduced damage from ranged, one takes reduced damage from magic, and one takes reduced damage from melee.
  • Bosses take increased damage based on the number of players hitting it. The focus on # of players hitting it makes it so that people can’t just bring afk players. The scaling could have a cap of 7 players, so that support classes will be involved. Alternatively, a similar mechanic with boss self-healing.
  • Bosses constantly summon difficult mobs.
  • Similarly, bosses summon waves of mobs and take less damage based on the percentage of the mob still up.
  • Bosses switch between Ranged Damage nullification, Melee Damage nullification, and Magic Damage nullification.

Imported from legacy Flarum.
Original author: StellarFlare (Flarum #319)

“Some bosses receive reduced damage from ranged and magic damage increasing the priority of melee classes and Devo.” This would need to be done carefully since melee classes damage is already very competitive with ranged and magic classes. Instead of this I’d just say that you put ads in the fight that require a dedicated tank, which in turn will make people use more devos which will naturally make melee classes played more

"Multiple bosses in an instance where one takes reduced damage from ranged, one takes reduced damage from magic, and one takes reduced damage from melee. "
This sounds fine, but boring as a mechanic. It feels like forced party diversity but at the same time, it works well. Maybe make it so that while the boss is weak to one of the three, there are mechanics/ads that are doable by the other two types of damage so that they have something to do

"Bosses take increased damage based on the number of players hitting it. The focus on # of players hitting it makes it so that people can’t just bring afk players. The scaling could have a cap of 7 players, so that support classes will be involved. Alternatively, a similar mechanic with boss self-healing. "
Just add a lower party limit like max 8 players instead. This suggestion has the unintended effect of making people just duo content since it’s easier and it’s more rewarding the less people you bring anyway.

"Bosses constantly summon difficult mobs. "
That’s standard pratice yes. Although I don’t think I’ve ever seen anyone saying that infinite ads are “fun”

"Similarly, bosses summon waves of mobs and take less damage based on the percentage of the mob still up.
This is good

“Bosses switch between Ranged Damage nullification, Melee Damage nullification, and Magic Damage nullification.”
This one is a tough one. While I can see it working, all I think it’ll do is make for a confusing mechanic that throws things out of wack if not done properly. I’d rather have multiple bosses like was suggested before than having this.

These are really good suggestions Choi :smiley:

Imported from legacy Flarum.
Original author: Sagii (Flarum #369)

+1 for Choi