Last night my boys 16 and 13 each had a few mates over and stayed for supper .........i actually read this post word for word to them to see what avid young gamers thought of this .......they all had the same general answers but the 2 points that really stood out to me as someone with zero gaming knowledge other than ddo for 17 +years .......1 ...that any MODERN game this would be a instant death nail if the boss tried to tell her player base how to play .......2....lol and this 1 kinda hit home ...........ddo is full of bunch of old farts that dont know any better and refuse to let go of a dead horse...............i think they may be right
I think it's quite telling that the new adjustment to DA is once more still to "discourage" certain behaviours. DA
already does that and its been in for 13+ years. You've got a stick, it hasn't fully worked.
Don't make the stick bigger, introduce a carrot. Heck, try introducing several.
XP bonuses and +% chance for mythic and reaper bonuses on items in the end chest for not triggering DA are two ideal carrots suggested in this thread which also utilise a system players are already familiar with.
I have no idea how hard they would be to implement, but they get my vote.
That said:
I actually
like the core concept of DA as it applies to a DnD game and
when it is triggered as intended (by 'making loads of mobs aware of you at once throughout a decent chunk of the dungeon)'.
I think it's actually quite immersive and I would have no issue, for instance with Green/Amber/Red DA being actively applied for a short time as a mob buff on hard/elite/reaper modes in those dungeons where a creature goes off to ring a bell and legit raise an alarm. Those mobs come spilling out *prepared* for you. They've drunk their potions they've cast their buffs and you are on their hit list. I could totally intuit that.
If nothing else it could be used in just a limited way early doors as a new player in game training option since those 'ring an alarm' dungeons are quite frequent in the lower levels: "this is what DA looks like. You want to avoid this." That lesson could itself set player behaviour early on more towards a cautious path without smacking them between the eyes about it.
So if you want to use DA more tactically or as a teaching aid for player behaviour, consider that as option before you starting adding DA considerations to boss buffs.
But please do prioritise removing all the places where it kicks in "just because", e.g. end fight in the Dorris or stormreach codex chains if you don't kill the constantly spawning mobs fast enough, and many of the codex chain quests in general are atrocious for this throughout. Its deeply unpleasant to go into a boss fight having fully cleared a dungeon and then end up with DA anyway because the boss spawns waves of mobs every so often. If we're not on top of it, that's going to kill us anyway DA should not be kicking in. Note it's not the "overwhelmed by waves" that is unpleasant. Its the fact your behaviour nudge mechanism is kicking in when you are the ones adding mobs not us! Make the mobs in the waves tougher if you want us overwhelmed with fewer mobs involved.