Before I begin, let's just get this out of the way. I have no illusions as to whether what I recommend below will be followed. I've been here since Mod 2, through thick and thin, and, without exception, every time I've tried to warn the devs of an impending mistake they've studiously ignored it. I've come to believe that, on a whiteboard in one of their conference rooms lies the phrase, "never ever do what hustin1 says." I know I can be harsh in my correspondence and I've probably rubbed several people the wrong way. Nonetheless, if I think you're about to make a huge mistake, I'm damned well going to tell you and it's not for nothing. At least I care enough to say something. If I think someone has rocks in his head I might not phrase it quite like that, but if I'm being harsh, it's because sometimes something is so glaring that it demands the use of a bucket of extremely cold water.
The new system you have in place is harder than when the game first launched. Full stop. Take a moment to digest that. . . . Okay, everyone understand that statement? Let me clarify. I'm not talking about stats, item level, or any of that minutia. I'm talking simple overall difficulty. Specifically I'm talking about the leveling progress from 1 to 60.
Now let me make a prediction.
You are going to frustrate a ton of new players and a ton of existing players every time they create a new alt. You are going to infuriate them.
1. The first and most glaring mistake is that you increased the aggro radius by I'd estimate 33%. This is causing havoc with nearly all of the leveling quests. Encounters that were adequately spaced apart are not anymore, and it is now impossible to not draw aggro from multiple groups at a time in quests that were designed to be soloable.
You need to understand this and if you have even the slightest flippant attitude about soloable quests, kindly do yourself a favor and give yourself a huge kick in the backside. People playing this game have expectations and one is they won't be forced to group up just to do their normal leveling and daily quests. You did this in Mod 6 and you know what happened -- literally HALF the players left. You angered them that much. Do not make that mistake again. I've seen this movie before and I don't want to see the game become a ghost town again because someone there was in denial. You have been warned.
2. The system differs from launch in several important ways, all of which are net negatives for the player.
a. No in-combat regen (I'm not -- repeat, NOT -- talking about lifesteal, I'm talking "regeneration", you remember, the OTHER stat). b. 18-second potion cooldowns instead of 12. c. Infuriatingly long cooldowns on CC powers. d. Increased aggro radius. e. "Social aggro", where aggroing one enemy in an encounter group automatically aggroes them all, no matter how spaced apart.
Some of us have long memories and combat, at least while leveling up, is significantly harder today compared to launch. Not that roflstomp combat is any better, but as many times in the past, you've gone from one extreme to another. That appears to be the one constant when it comes to combat system changes. Remember, I've seen this movie before, several times, in fact.
As I said at the start, I don't expect you to take my suggestion and at least return the aggro radius back to normal, but I'm not going to make it easy for you and just keep silent. I fully expect you to wait until the complaints mount and then use yet another band-aid, some sort of kludge that makes the system even more complicated, as long as it doesn't violate the Cardinal Rule of "never ever do what hustin1 suggests." I have a Cardinal Rule of my own, "Never try to kill an ant with a nuclear weapon", and I couldn't count the times you've violated it.
Post edited by percemer on
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