TL;DR Give players the option to under-level their character in exchange for an experience bonus, to have more challenging and engaging combat.
I would love to see the devs add some form of effective difficulty modifier for PvE content. My suggestion is basically individual difficulty setting, which could work by “under-leveling” your character, while giving you an appropriate boost in experience-gained (and possibly loot drops). Of course, the reward should scale with your contribution to each kill, so it can’t be abused by fighting alongside players at a higher difficulty/effective level.
As it stands currently, the only way to make open world PvE combat more challenging is to handicap yourself in some way (e.g. fighting with weaker/no equipment, fighting in zones above your level, soloing group mobs, etc). The problem with this is it ends up taking longer to level; It takes longer to kill mobs, but they still give the same amount of xp. While this is good for casual players, those who want a challenge have few – if any – good options (at least that I’ve found find).
So, in order to justify an increase in difficulty (and therefore time-to-kill), you have to have an appropriate increase in reward-gain. Now this should, at the very least, sufficiently offset the time added, making the average time to level about the same. But, I would like to argue it would be more prudent to actually give a greater reward. Competent players performing well at a higher difficulty should be able to earn more than average experience-per-second, and should be leveling faster, for these reasons:
- It incentivizes learning the game and developing skills (more skill = more rewards)
- If the player has proven their mastery of the current mechanics available to them, they should be ready to move on to other challenges
- It allows veteran or advanced players a fun way to level alts that isn’t grindy
I would like to add that this shouldn’t, in any way, take away from the normal leveling experience. You should be able to level at the same speed and difficulty as you can right now. That way, both hardcore and casual players are satisfied.
What prompted me to make this thread is actually my single biggest obstacle so far in getting into this game: Leveling. Every person I find says the leveling experience is one of the best parts of the game, that it shouldn’t be a grind. But so far, the combat has been so mindless it makes the whole experience feel drudgingly repetitive. Mechanics and abilities are introduced with no real impetus to actually use them. Exploring new zones gets stale fast as the novelty is introduced at way too slow of a pace for me. Leveling tasks bog-down my ability to explore; just when I’m starting to have fun moving through a new area, I venture into areas too high level for me. If I slow down to level and do stuff like hearts, it gets very dull. Too many menial tasks and un-engaging combat.
This is the simplest solution I could come up with, and I’ve found it done well in other games just as I’ve suggested. Many RPGs accomplish this by making items in the game with stats that actually boost experience gained. These stats usually result in a trade off for power, effectively acting as an increase in difficulty and reward for the player. I could see this working well in GW2 if implemented properly.
Let me know what you guys think.