Putti
Well-known member
I think if the main issue is people zooming past mobs and not killing them then you should be looking at changing how DA works.
There are two ways to do this in my mind. One is to make sure people clear it if they get it. The other way is to deter people from triggering it in the first place.
I think looking at DA is a better approach than this change to conquest as it won't drastically change the way a quest is meant to be played and you won't have to balance the conquest counter for every quest.
That being said I do think you should take the opportunity to look at conquest and optionals to incentivise them. As a side-note please don't have Reaper give more XP than elite. It was meant to be an optional challenge mode, but it has already become the norm.
I also think that going away from the first-time bonus is risky. I'm not a fan of the whole "repeat the best quest 10x for optimal XP" thing. I prefer when you're encouraged to run different quests.
There are two ways to do this in my mind. One is to make sure people clear it if they get it. The other way is to deter people from triggering it in the first place.
- Give players -80% movement speed at red alert, -50% at yellow and -20% at green (numbers are just examples).
- My personal favourite. This will severely harm the XP/min for zergers or even make it impossible to zerg.
- The risk is that some builds are more dependent on movement for surviving, like ranged and casters. I think these builds are also the ones who tend to zerg, though.
- Outside of the survivability issues it doesn't harm you much in fights that trigger insta-DA.
- There needs to be some way to deal with people just using leaps to circumvent this.
- Make it so that you cannot interact with things on red alert (so you can't go through doors or pick up quest objectives).
- There's a risk that a quest could soft-lock if mobs aggro from behind a door.
- Put dimensional anchor in place when under red alert so you can't DDoor.
- This probably wouldn't have a huge effect, but there are some quests where the strategy is to run towards an objective, kill/pick up and then DDoor back to the start before all the mobs catch up
- Nerf the players power (Increase cooldowns, reduce damage done, increase damage taken etc)
- This is kind of similar to how DA already works, but might be more server friendly to apply to one player instead of 10 mobs. It's also more fair to builds of varying powers.
- This could be risky as you want players to be able to actually kill the mobs that are triggering the alert
- Introduce an XP penalty if alert is triggered.
- Is a great deterrent for people.
- Risks leaving a sour taste in your mouth if a mechanic, lag, another player or something else out of your control triggers it.
- Should come with a warning that you're about to trigger Dungeon Alert, so you now not to pull any more.
- XP Potions only count down while in combat (not specially related to DA)
- Since the game seems to be able to determine when you are in combat then this might be posssible. This would hugely discourage zerging with aggro as you'd be in constant combat.
- It could potentially cause a lot of frustration if you get stuck in combat with a mob you can't reach, but I think that would be outweighed by the net gain.
- Also has the added benefit of people not getting frustrated if a party member has to go AFK, gets lost, if there is RP and the like. Waiting won't be costing you money now.
- Obviously might hurt the sale of potions quite a lot, but it might also incentivise people who didn't use them before?
I think looking at DA is a better approach than this change to conquest as it won't drastically change the way a quest is meant to be played and you won't have to balance the conquest counter for every quest.
That being said I do think you should take the opportunity to look at conquest and optionals to incentivise them. As a side-note please don't have Reaper give more XP than elite. It was meant to be an optional challenge mode, but it has already become the norm.
I also think that going away from the first-time bonus is risky. I'm not a fan of the whole "repeat the best quest 10x for optimal XP" thing. I prefer when you're encouraged to run different quests.
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