the boards enabled competitive PvP play towards the environment, indirectly making a PvE game also PvP.
I don't know how popular they were. 'Nobody' is proven false when I and others have already mentioned our interest in them.
As in all things, some percentage was inspired and that is inherently valuable, especially when some players are looking for new challenges in the absence of endgame. There was a thread here recording the best speed completions; it disappeared after the Great Server Move 'Silent Devs' Debacle (and legendary feats power creep nullifying previous results with new build power, I suppose).
Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players
I would suggest a rare drop (Unbound) to add Mythic bonuses to items via the stone of change system.
Some cosmetics
+7 Tome drops
Unbound crafting blanks with 2 augment slots
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Sarlona Server - Blime | Darkgeddy | Youburn | Lakeside
Past Leader of The Wulfepack - "If you call one wulfe, you invite the Pack"
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I agree with those who don't want more power creep/power leap added to the game through rewards for this difficulty.
I can't believe that people actually want power-added rewards for this difficulty. The difficult difficulty won't be difficult any more once you've temporarily satiated your never-ending appetites for 'bigger numbers'.
You can't have both a challenging difficulty and big rewards for the challenging difficulty because one destroys the other. It's not that complicated, Think about it. Why don't people understand this?
And no, they shouldn't then just add yet another difficulty once Reaper is trivialized by power leap. We're continuously widening the gap of power acquired by older players vs. newer players and further spreading an already thinned-out player population across more and more difficulties and power-levels and more and more questing content. Some people actually still want to play with others in a multi-player game. Get over the narcissistic desire to be "better" than other people for the sake of the game's health please.
Yep.
I will advocate for MOAR CHALLENGE!!! All day long... but the rewards should be things like your name at the top of a leaderboard, consumables or even the ability to craft XP stones to use in future lives...
But permanent boosts to gear acquired only in Reaper mode definitely defeats the ENTIRE point and further divides the playerbase. Hopefully the DEVs understand this point. Otherwise... Reaper mode is pointless. You may as well extend the level cap by 10 every year like in other MMOs... because the end result to the game will be nearly the same.
Active Characters: Griglok (main), Fiergen, Greyhead, Havegun
Leader- The Casual Obsession ___Khyber___
Feel free to join our Discord Check out my YouTube Channel
Builds I'm Currently Playing
Rewards:
-have ZERO interest in cosmetics. Never have.
-I'm keen on the xp stone type idea. I don't enjoy the reincarnation process. Would rather be able to have some kind of progress (fine with it being slow, since it's challenging) at cap.
-higher mythic drop rates would be cool - since you can get them in LE anyway.
-a more robust remnant store - wider variety of augments maybe.
-reintroduction of tomes onto the loot table??
I don't think their should be any new, uber gear - just the small increments that I noted above.
Server: Thelanis
Guild: Fallen Immortals
Toons: Soza, Sozz, Sozza, Sossa (bards)
Active Characters: Griglok (main), Fiergen, Greyhead, Havegun
Leader- The Casual Obsession ___Khyber___
Feel free to join our Discord Check out my YouTube Channel
Builds I'm Currently Playing
- No consumables to circumvent challenge
Reaper Rewards
- Better Chance for mythic drops in content that has mythic drops
- Cosmetics (gear, character height increases, etc)
- Pets
- Remnants
- Higher Random Loot Table
- Utility Items (faster run speed outside of quests, teleport item to more locations)
- Consumables (bracelet of friends, repair shrine, universal guest pass --> 1 use, etc)
- Choice of Crafting Materials
- Quest Manual that gives rewards similar to a Monster Manual
Hi
I agree with the posters who don't want more power creep in the game from Reaper mode. One of the design goals is, as I understand it, that casual players would be unlikely to complete. That's cool, but there still needs to be something other than vendor-trash.
My suggestion is Cannith crafting ingredients and crafting success boosts.
New players to the game won't feel like they have to run Reaper because they are probably so short on plat they're not worried about crafting yet. It's less likely to cause power-creep since it's still constrained within the crafting system which is supposed to be based on random loot. Just easier to make than find once you've got the crafting levels and ingredients.
Thoughts?
Why not invite your spouse to play?
Sounds interesting.
Agreed about new items.
I might add that Overflow XP systems might benefit from Reaper Bonus XP?
Such as Sentient Weapons gaining extra XP from Reaper Bonus, along with Epic Destiny XP while possibly not awarding addition normal XP.
Also there could be a eternal overflow XP system that tracks excessive XP with benefits of +1 hp & +1 sp per 10 million xp gained.
This counter would not reset upon reincarnation.
Nothing.
That's what the difference between reaper and elite should be.
The point of it is to give those who want it a greater challenge.
If that isn't the reason to run it, don't.
It MUST NOT be used as a trojan horse for any kind of additional toon power or significant benefit. That's not what it is or was ever supposed to be for.
If you must, give a 10% maxi improvement on XP.
Other than that, it's for the added challenge for those who apparently want that. Nothing more.
Nothing.
If that don't float yer boat, carry on running elite. Simples.
Hey if it's for challenge and bragging rights
Then how about reaper reknown drop
Say 2ooo
Drops in end chests
Hahaha
But really, we're gonna be getting +20 equipment out of this
Kil Glory
30 alchemist
HOW
Sarlona
This a great example of how to create something that doesn't meet the desires of those who would be interested in reaper.
Its funny that players can't tell the difference between incremental rewards that are so small as not to matter, and having no reason to run the content. One has a chance to succeed and the other is doomed to failure. The rewards don't have to be power creep, but there need to be rewards.
I tend to put those that ask for nothing into the "I'm never going to play reaper anyway" category.
Those of us interested in reaper actually want it to succeed.
No. It's sticking to the purpose of what Reaper is supposed to be, or at least was claimed as supposed to be about when mooted as a desired feature.
Those interested claimed it was all about the added challenge.
That's what interested them.
If that's not the case, and the true motivation is really just about better loot for a few, they should have been honest enough to say so. Though I suspect it would never have made it to Lam, if that were the stated motive.
If you want more non-soloable challenge and personal kudos than elite, group up, play reaper, enjoy. If you aren't motivated by that, don't. Reaper isn't for you then, enjoy.
Trying to move the goalposts by tacking on additional benefits isn't an honest approach IMO. And we get more than enough power creep with every update in any case. Using Reaper for even more by stealth, for some, is just plain wrong. It punishes those in the wider player base who don't have an interest in Reaper by proxy. That's not what it was ever supposed to be about.
Attempted dismissal of such opinion as just those who will never play it anyway is just silly - don't like that line of argument so will just try to ignore it?
And yet if you read literally ANY players description of the type of challenge they want, it was generally not what is on lamannia.
Do you see interesting puzzles? traps? Quest design that requires coordination and choices?
If you can't recognize what we have, I can see why you think no rewards is a good idea.
What we have is grouping with roles, but without any changes to increase challenge besides massive damage spikes. This is expressly what players said was the WORST option for additional challenge.
Let me ask you this. Would you rather have reaper with no rewards that dies out after a few months, or a reaper design that always has a pool of players to join?
As someone who wants challenge in grouping, I vastly prefer the second option.
I've even taken the time to describe why we need other forms of challenge, such as saving throws, and how to fix them. This seems like a better idea that making a reaper difficulty that players don't play.
-Add save based challenge (requires a "fix" to current saving throws)
-Add new "reaper" quest design
-Put this all at level 30 (where there will be a pool of players)
and I'd be OK with no rewards.
Last edited by nokowi; 10-16-2016 at 09:02 PM.