A few logical SOLUTIONS for keeping the game fresh (that don’t include having 120 skills):
- Future “Elite” Skills (like invention) that can officer niche bonuses to the game. I’d recommend making many of the bonuses to these skills not things that GREATLY impact gameplay (if it’s an “elite” skill) because it might still take a while to even unlock to begin with (similar to a 120). If these elite skills are required for a lot of end-game content, it’s not much different than creating 120s in terms of time it may take to unlock… and therefore unduly & unnecessarily delays participation in end-game raids/bossing/skilling.
- Future regular skills. I don’t think that I need to really explain this one.
- Continuing the small increments in tier 90+ weaponry/armor (tier 90, to tier 92, to tier 94, etc.) and MAKE SOME OF THOSE TIER 92+ GEAR TOTALLY UNTRADEABLE. Why? This will force participation of the end-game content in order to get the truly great gear. You might be able to buy the tier 90/92 gear to prep for high-level boss encounters, but in order to get the tier 94+ stuff you’ll need to defeat these bosses yourself (or in a group). This will keep certain end-game raids relevant, and players will begin seeing a difference between the truly skilled rs players, and those that simply bought some drygores/seismics (but have not yet obtained the higher tiered weaponry themselves).
- Even when tier 99 weapons/armor is reached in all 3 combat styles, we can rely on invention (requiring rare ingredients to make appropriate high-end augments for this gear) and can even release tier 99 gear with different fundamental stat compositions to serve the player better in different combat situations.
Example:
3 separate melee tops (all tier 99) that have slightly different stat distributions, but that are all essentially equal to one another (yet 1 will always be “better” than the others based upon on the unique combat situation the player is currently in).
22-Apr-2017 19:11:08