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  1. #1
    Senior Member Willl's Avatar
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    The idea was nice but the nerf of difficulty was way too much.

    You should scale hp of mobs and their damage output not only based on their level but balanced it also on their gold loot drops.

    Taking in consideration the maps should be affected:

    Rengol maps
    Underhul maps
    Mausoleum
    Festerfang
    Deepmarsh
    Mogera
    Valley gates portals
    Elite valley gates portals
    Zodias maps

    Rengol underhul and mauso maps should be nerfed difficulty only for the levels matching those maps

    Decrease difficulty of 40% (hp and dmg output of mobs and bosses)

    While for the overall players maybe an idea of balance of difficulty and gold loot could be like this:

    Mauso: same difficulty / 20% increase gold loot

    Deepmarsh: 30% nerf difficulty / 30% decrease gold loot

    Mogera: 40% nerf difficulty / increase gold loot from spider boss of 50%

    Valley portals: 30% nerf difficulty / 20% increase gold loot

    Elite valley portals: 40% nerf difficulty / gold loot stay the same

    Zodias maps: decrease difficulty of 10% / increase gold loot of 75%

    Nerf difficulty means:
    - decrease hp of mob and boss
    - decrease damage dealt by mob and boss

    Nerf gold loot means:
    It the gold loot drop gap for a boss is between 25 and 50k with 100% gold loot, decrease of 10% means the gold loot gap (also with 100% gl gear) downs to 20k and 45k.

    (Maths might be wrong correct me if needed).


    The reason why the% of nerf and buff of difficulty and gold loot are different it is to balance maps which are harder even if older compared to newer and maybe easier.

    For example maus it is harder map, so increase gold loot is fair

    Deepmarsh its easy, so its fair to decrease

    Elite valley gates it is already too hard, so no need nerf but we can buff gold loot

    Zodias maps small nerf but increase gold loot to make us run.


    This idea should be good enough to make last 4 expansion maps all alive, not only for endgame maps, but also for newer players that will be able to start getting some gold even at lower level.

    This is why I suggest to add gold loot from bosses of underhul rengol and tindirin, obviously always following this balanced of nerf.


    About the xp. If you respect this whole concept, you can nerf xp from dailies of 50% easily, will not be a problem.

    Inviato dal mio Redmi Note 8 Pro utilizzando Tapatalk

  2. #2
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    Quote Originally Posted by Willl View Post
    The idea was nice but the nerf of difficulty was way too much.

    You should scale hp of mobs and their damage output not only based on their level but balanced it also on their gold loot drops.

    Taking in consideration the maps should be affected:

    Rengol maps
    Underhul maps
    Mausoleum
    Festerfang
    Deepmarsh
    Mogera
    Valley gates portals
    Elite valley gates portals
    Zodias maps

    Rengol underhul and mauso maps should be nerfed difficulty only for the levels matching those maps

    Decrease difficulty of 40% (hp and dmg output of mobs and bosses)

    While for the overall players maybe an idea of balance of difficulty and gold loot could be like this:

    Mauso: same difficulty / 20% increase gold loot

    Deepmarsh: 30% nerf difficulty / 30% decrease gold loot

    Mogera: 40% nerf difficulty / increase gold loot from spider boss of 50%

    Valley portals: 30% nerf difficulty / 20% increase gold loot

    Elite valley portals: 40% nerf difficulty / gold loot stay the same

    Zodias maps: decrease difficulty of 10% / increase gold loot of 75%

    Nerf difficulty means:
    - decrease hp of mob and boss
    - decrease damage dealt by mob and boss

    Nerf gold loot means:
    It the gold loot drop gap for a boss is between 25 and 50k with 100% gold loot, decrease of 10% means the gold loot gap (also with 100% gl gear) downs to 20k and 45k.

    (Maths might be wrong correct me if needed).


    The reason why the% of nerf and buff of difficulty and gold loot are different it is to balance maps which are harder even if older compared to newer and maybe easier.

    For example maus it is harder map, so increase gold loot is fair

    Deepmarsh its easy, so its fair to decrease

    Elite valley gates it is already too hard, so no need nerf but we can buff gold loot

    Zodias maps small nerf but increase gold loot to make us run.


    This idea should be good enough to make last 4 expansion maps all alive, not only for endgame maps, but also for newer players that will be able to start getting some gold even at lower level.

    This is why I suggest to add gold loot from bosses of underhul rengol and tindirin, obviously always following this balanced of nerf.


    About the xp. If you respect this whole concept, you can nerf xp from dailies of 50% easily, will not be a problem.

    Inviato dal mio Redmi Note 8 Pro utilizzando Tapatalk
    1+

    Enviado de meu SM-G950F usando o Tapatalk

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