I love this game, Its content is very interesting and the “effective level” system just makes every bit of content enjoyable no matter when you attempt it..
But my problem is that maybe 65% or more of this content is being skipped especially the world bosses (unless its a dragon). People look for the easier things to do with the best reward and just abuse it..
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So my suggestions are:
*Let each world event drop gear based on its nature. Either Visual Effect/Stats or add some new feature to boss gear drop.. eg:
-Fire Elemental: Small chance to drop weapons with flames on them, or cause burning (non sigil) on attack.
-Tequatl: Small chance to drop items dripping with poison/water. or cause poison (non sigil) on attack.
*Let mobs/bosses/chests give rewards based on the current state of the map. How many towns over run by mobs.
*Give special rewards to the people doing the most damage/Healing/Buffing/Debuffing (as a percentage), maybe the top [1+ (p/10)] performers………………………. Where (p/10) is the number of people doing the event divided by 10
*And if any event (Dynamic/World) is completed by a solo player, they should be rewarded to accordingly.
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There are some maps being over-run by mobs 24/7 simply because the content is just simply too hard compared to other stuff or its just not rewarding enough to attempt.
Anything to motivate the everyday players to do other stuff so the casual gamer population can get in on a piece of the action also (especially newer players) versus running into low populated areas and meeting over run villages and mobs agroing them everywhere they turn.
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