Problem you’re trying to solve
Last update did a good job to slow down the amount of low level groups farming 50+ Dungeons for end game gear and pocket watches. Increasing the stat item requirements on the items helped, but the base stats from T6+ Pocket Watches they farm and jewelry help them overcome this pretty easily. I love all the things that were done to slow it down, so much was fixed, it for sure is much harder now, excellent work dev team, you are on the right track!
How you currently feel about this in-game and how you think you should feel
I think the vast majority of players know this is a problem because we don’t want people to skip content and have T6-7 Pocket Watches and equipment in the first few days. Some people enjoy “exploiting” these high level dungeons and keeping it a secret so they can flex the fact they have high end gear so soon, and I totally get that. Reality is, this is early access and we should all be helping to fix these things so we can move through the development process faster and into the space update, and public beta where we can actually play and earn and enjoy all the content as it was intended. I think most people understand that if the game is broken, and people can skip all the content, that’s not good for the game and not good for anyone.
Any ideas you have on how things could be improved, fixed, or add more fun to the experience
I think we have to do a couple things here. First, assume players will always be able to get a mob stuck. It’s almost impossible to find all these little spots where people can bug a mob and make it stuck.
Second, remember that people can always “kite” a mob, meaning they can get aggro and run it around while the others burn it down with skills. Even if the aggro is flipping to the damage dealers, the person with aggro can always run around and kite the mobs. This is a trick old as time that can’t really be prevented unless the mob is much faster than the player or if the mob summons them if they try to kite them (more for boss mobs).
So with that said, devs should place a level 50+ mob in the middle of the room and don’t let him move. Then a group of level 10-15’s can try to kill it. I think you will find right now that they are pretty easy to kill because your skills and damage is still landing for a pretty good amount.
I see that Turrets and other skills now miss higher level mobs quite a bit, but when they do land, they do significant damage. Level 15 player has no business fighting a level 50+ mob, and even when they do land a skill or an attack, it should do insignificant damage, maybe 5-10 damage at most. This should apply for all skills and weapon attacks that deal damage. I think this could be done on a global scale where if the mob is more than 10 levels than you, for each 1 level higher it reduces the damage dealt by a flat % until it hits a minimum of 5. So let’s call it a 5% reduction in damage for every level above 10. This means if you try to damage a level 50 mob at level 15, it would do 35x5 = 175% less damage, which means it would do minimum damage and you would hit for 5-10 max damage no matter what skill or attack you used.
Now that we have players doing minimum damage to mobs that are too high above their level, the other thing that was done in Everquest and worked like a charm, is to make mobs have natural regeneration for health and shields. I was surprised to see this is not being one currently and this is a big reason kiting works so well. Higher level mobs or all mobs for that matter, should have some level of natural regeneration, so if you are not actively doing damage on them, their health/shield goes up over time. This is the way to prevent kiting because you can run them around, but if the damage you are doing is not much better than the natural regeneration, the effort takes too long or does not work at all depending on how high level they are above you. I don’t have specific numbers for what this natural regeneration should be per level for mobs, but I could work on it. it should not be noticeable when you are doing damage, but when you stop damaging it, you should see the health/shield slowly ticking back up.
Last thing I will mention is giving mobs a slight increased damage modifier for players too many levels below them. This may or not be needed once the other things are in place.
Doing these things would ensure that no matter what exploits players use, getting mobs stuck or kiting, low level players would not be able to clear high level dungeons and skip content.
An important part of this update is to be sure people have dungeons around their level to join so they aren’t forced into higher level content and complain things are too hard. Like exactly what is happening between level 8-15 right now and is explained here in this post: https://forum.bigtime.gg/t/dusky-forest-to-level-10-20-dungeons-to-fill-leveling-gap
Props to the dev team who are doing a fantastic job hearing our feedback and working to fix this. It’s in everyone’s best interest that level 15 players can’t clear level 50+ dungeons. Thank you!