Of course, for those who put their own resources into it at a high level with things like Soul Split, Overloads, high-end food, etc, they should be rewarded with higher anima payouts. And as far as I know, they are.
But something needs to be done to either reduce the minigame's focus on AoE or to power up average players' AoE potential, both offensively and defensively. The easiest solution would probably be to rebalance the reward system to be more about speed and mutations than base survivability against groups of mobs. High-end players can already speed through worlds super quickly and as far as I know the only major threats are the special debuff effects. The AoE damage output with Soul Split and other lifesteal mechanics is more than enough healing to keep them alive while being piled on by tons of mobs. So reward maximum AoE efficiency and its resulting speed, rather than trying to split it between speed and survivability. If high-end players are not under threat from the basic mob damage due to life steal, then just nerf the basic mob damage into the ground and put all the threat into the mutations.
05-Nov-2022 13:09:06
- Last edited on
05-Nov-2022 13:12:05
by
Sylvanheart