Imported from legacy Flarum.
Original author: Eneru (Flarum #1119)
Hello! After 2 weeks since the last post, i went to try it again to give some feedback.
In the past weeks we got changes like:
- Decreased Lux/Nox drop rates but made Vita/Ark party loot.
- Increased mobs Critical Shield by 100.
- % reduction of the mobs untouched (still custom 99%).
- More mob minions ( = more damage coming our way ).
- Tweaked some mob skills (though some still one hit if not build specifically against it).
What i feel like with the current state on the new Zero Cell:
- Vita/Ark are in a pretty good spot. Some jobs can solo farm there, but bringing a party is worth it.
- Lux/Nox can still only be solo farmed by some meta jobs and GTB is almost mandatory.
Feedback:
- Reduce % reduction as this original post suggested to Lux/Nox, but keep it 99% in Vita/Ark.
- Strip and equipment break feels more annoying than anything. You just go back to city, heal, equip, return.
- Make Abrasive effect to not be lost on death.
Conclusion:
I understand the sentiment to not make these new maps, “poring maps”, where we can run into a bunch of mob, throw a skill, kill everything and move on to the next mobs. In this regard, i think the offensive potential of the mobs already play around that, in the majority of cases. But keeping the reduction this high on the “lower levels” just gatekeep the content from non-meta jobs/builds.
I waited until i got almost finished my Dim. World Execution Boots (sitting at +15, enchants at 5/5/5) to test again and bring this feedback to you. And it validated my opinion on that the content is biased towards meta builds.
We all know the damage formula is not balanced and some builds are just plain stronger than others. But with enough min-max i feel you could always reach some point of “equality”. Up until Zero Cell. And i think it’s pretty obvious it’s only because of the % reduction change.
I could add: Why use most of the official metrics but not the one keeping many jobs away? I always loved the QoL stuff in this server, following the official minus those times it can be improved for good (i’m still thankful that HoL enchants can’t downgrade here).
So i say we separate Lux/Nox as easier levels and Vita/Ark as harder. Think of them as normal and nightmare versions. You could even lower the drop rates some more on Lux/Nox.
TL/DR: Nerf % reduction on Lux/Nox.