Damage to the Players
3k and 2k hits to PCs result in 1 and 2 shotting of almost any concievable build.
Whilst we need the threat of mobs to be that high we can quickly reconcile one-shotting and the need for difficulty.
Increase mob alacrity and movement speed.
Mobs recieving a quick and dirty global haste buff would increase their threat to players. Say 30-75%.
This would also decrease the advantage kiting gives.
Decrease mob damage.
The maximum damage a PC should recieve on a 100 PRR toon should 2 or 3 shot them. This is the "middle of the road." Casters can achieve this, but most won't. Tanks will get a better ratio of 4-5 hits before death. This enables twitch healing between fast mob attacks.
Orthons (shroud) and Orange Named Reavers (Hox) hit for 3k currently. To 2 shot a 1.3k hitpoint toon that would be 750 damage a swing after mitigation. This means 1.5k damage on hit.
Trogs, Kobolds, Xz'zzy drones hit for about 2k currently. To 3 shot a 1.3k hitpoint toon that would be 425 damage a swing after mitigation. This means 850 damage on hit.
From here we can deduce that mobs should hit 50% less hard globally.
Spell Penetration
The requirements for a DC caster in Shroud and HoX LE are high. 65 spell pen is the maximum achievable* on a wizard. Currently a 62 is required for no fail. In order to reduce the necessity of past lives while keeping their benefit, please drop spell pen requirements by 9. This lets warlocks and bards access the spell pen required.
Andoris can comment on DCs but when we did testing today he felt they were fine. It is refreshing to see a raid context where twitch CC is so useful. +1 Devs.
Tempest's Spine
It can be completed on LE with a great party in about 10min. Sor'jek is not at all threatening. The mobs are not threatening, even while one shoting. In order to improve this, some other creative solutions need to take place. I don't know what to do. Other thoughts from people?
That's all for my ideas of things that are necessary from a difficulty perspective. An all-star raid group completed all 3 raids on EE. I participated in the runs and we had a lot of fun. I don't want melee to feel out of place, and I think the above reccomendations are quick solution to some of the frustration's expressed by lamma players.
*
(updated per comments)
20 wizard caster levels
3 sun-elf
3 archmage
5 destiny caster levels
7 TF hand
2 insightful equipment bonus: epic orb of increased potential
6 Piercing spellcraft and twist of other version
2 Echoes of Ancestor: Wizard
8 feats
2 arcane soldier gloves: arcane augmentation
= 58 spell pen before past lives
6 wizard PLs
3 fvs PLs
= 67 spell pen after past lives