Thread: Leapfrogging
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  #90  
Old 08-02-2010, 06:05 AM
yaeger yaeger is offline
Kobold


Join Date: Jun 2010
Posts: 198
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I'm loathe to suggest this, to add more load onto the Devs, but I have a suggestion.

First, pretty much everyone that's playing now knows everything about the raid targets before they even raid. We know respawn timers, loot tables, strategy, numbers, anything and everything about these 'classic' mobs. They've been killed so many times in so many different ways that it's trivial.

Why don't we change it. The awesome thing about Classic was trying to learn encounters, expect the unexpected. The majority of the players on this server have raided at some point on Live, are familiar with what EQ expects from a successful raid force, and can use Google to answer any and all questions.

I know this topic is about leapfrogging, but I believe that solving the challenge of raid difficulty will help eliminate it.

Here is an option that I think might be viable.

- Create a counter on raid targets (bosses). This will increase the difficulty slowly to create a steady and consistent challenge as raid forces gear up.

a) When a boss is killed, the next time it spawns, it'll spawn with 1% more health, damage (to attacks, aoe's, and various special abilities).
b) Make the bonuses cumulative. If Phinny is killed 5 times, he'd get a 5% bonus.
c) The bonus will wear off by 1% every spawn cycle it's up without being killed (with spawn timer +/- 2x the random spawn delay).