just some rambling thoughts off the top of my head. would need a lot of work to make viable.
1) Shamen/Summoner
- has pretty much no resistances.
- cant use anything but staffs
- can summon perminant apperitions such as demons/dragons to fight for them
2) Chronomancer
- can move groups and enemies in battle.
- cant use anything but staffs
- can roll back time to reset things
3) Rogue
- Must use daggers and cant use anything but light armour. cannot use magic
- is super quick and can sneak
- can 100% crit
- very little resistances and is suceptable to magic
4) Monk
- cannot use weapons, must use hand to hand. hits like a wet noodle
- awesome at healing
- high health value and high resistance
1 hour and 30 minutes of watchin the stream, then the counter started, -_-
Ideally, at least for me, vet Overland shouldn't just include enemies with more damage and HP, but new set of mechanics as well. This prevents them from being bullet sponges and prolonging a static fight.
What kind of mechanics are you thinking about, which would prolong the fight and, I assume, make it more fun? Which of these mechanics would necessitate an instance versus just being placed into the servers we have now? I'm all for new mechanics but I don't think that it should be necessary to do all of the work and to separate players with different servers just to implement them. I advocate for sliders because they're what I believe to be the simplest path to a satisfactory solution for most people.
And they don't only have to affect damage or HP, there's a whole host of variables which can be adjusted like max player resources, stealth detection radius, potion effect limitations, etc. I wrote a list in this thread some time ago and it was fairly long. That being said, I don't expect to see everything implemented and starting with the basics makes sense to me. I would be fine if the initial feature only contained damage and HP adjustments. And I would fully expect this to be on the PTS for some time.
What if instead of creating an environment that would take time and space, there was a restriction on the higher end gear so that it could only be used in group dungeons. I think the idea of creating a higher difficulty would only create a demand for higher gear that will perpetuate the scenario at hand.
Adding game mechanics to a fight, especially on overland, will alienate the majority of the game players who are enjoying the story and RPGing. I have watched some great games fall down because the developers followed the less travelled path for the noise it made.
I don't really see what value that would have when
- it doesn't make much of a difference in a game where you can do basically everything without gear anyway
- restricting builds based on taking away "higher end gear" doesn't do much except annoy people and diminish player freedom
Personally, I don't think adding mechanics would be a bad thing for anyone, as long as they're done well and aren't egregious, but I know there is a contingent of players who want nothing to change which is why I'm not asking for them. I want the version of overland challenge improvements that is least offensive to as many people as possible because I know how persnickety a lot of MMO players can be. It's frustrating but building something that doesn't bother people who aren't interested in this is the most practical option with the best chance of actually getting coded and implemented, I think.
I've said this before, but I also strongly believe that the reason people want new mechanics is because the current mechanics utilized by overland monsters have almost no effect, and using sliders to increase difficulty in various ways can also have a dramatic effect on how you consider those mechanics. If the game is more lethal, those mechanics are more lethal, more valuable, and more interesting because you have to approach those enemies in new and different ways.