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Do we need 6 skull areas?

Discussion in 'Release 33 Feedback Forum' started by Mitara, Sep 20, 2016.

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  1. Mitara

    Mitara Avatar

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    At high level, you soon run out of worthwhile things to hunt.

    The question is, how do the game tackle this. Would a 6 skull area be enough or are there other ideas?
     
  2. Armeleon Vesaz

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    I currently solo stuff that's designed to be done in groups. This way, there's still plenty of things I can't handle.

    I'm sure they'll add more difficult content at some point but my perception is that a vast majority of people still have a long way to progress with the current content.
     
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  3. Gatsu.

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    and 7 skulls
     
  4. Nadomir

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    Yes, probalby... why not...
     
  5. Ravicus Domdred

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    Feature creep will never be enough. We will need 6,7,8,9.......56,57. :D I suggest we just get episode 1 launched for now lol.
     
  6. Kambrius

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    If skill learning is on an exponential curve and thereby affects the hp and focus pools based upon the respective passive skills, then would there not eventually be a hard limit to the skulls?
     
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  7. LiquidSky

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    Not really...you can always use parties.

    Well... I suppose it just moves the limit up higher .
     
  8. Elfenwahn

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    How many skulls is RISE?
     
  9. Sixclicks

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    I think 1 through 10 skulls would be good. That said, r34 should bring some changes that will make hunting the boss creatures such as the Phoenix, trolls, and dragons worthwhile. That should at least provide some more challenges for high level players.
     
  10. Gix

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    I'd rather they make the skull rating differences more distinct than actually have them follow Diablo III's example.

    "Oh what's that? People aren't finding the game challenging enough? Lets add more settings!"

    Diablo III has "Normal", "Hard", "Expert", "Master", "Torment 1", "Torment 2", "Torment 3", "Torment 4", "Torment 5", "Torment 6", "Torment 7", "Torment 8", "Torment 9", "Torment 10", "Torment 11", "Torment 12" for a total of 16 different difficulty levels.

    Diablo I and II had 3 difficulty levels.

    We're only on episode one and we have 5 difficulty levels; lets make them worth something and keep things simple please.
     
    Last edited: Sep 20, 2016
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  11. Themo Lock

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    yes we need 6 and 7 skull zones
     
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  12. Vallo Frostbane

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    Unless we get a new tier of armor enchants etc more skull areas won't really solve the boredom problem. Id rather like sandbox content to put the character to use.
     
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  13. Cinder Sear

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    Sounds boring to me. Better content, more things to do, that would work for me. I have no real ideas.. a scaling content dungeon would be nice if needed.. but I don't like that idea really.
     
    Last edited: Sep 20, 2016
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  14. Gideon Thrax

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    You should try out the Rise.

    I think the levels we have now are too easy. 5skull scenes should be difficult for small parties and practically impossible for solo play. They're hard, but they could be a lot harder. 4skull scenes are presently player favorites for harvesting humanoids... that should be enough reason to make them tougher.
     
  15. Gatsu.

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    how many 100 do you have Themo?
     
  16. kl4nk

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    what i have noticed the other day , is that there is plenty of 2 skull area behind the first pass, places like North Varisalla Foothill wich is a unique scene ( very well design) but so far remote and only a 2 skull scene, by the time you reach those places,, everything is green to ya. i suggest changing most of those 2 skull scene pass the first pass,, to a 5-6 skull scene.
     
  17. Zader

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    Yes please. 6 and 7 skulls...if the post runs out of room or looks too busy just make 1 black skull and I'll know that's T6! ..and two black skills for T7.
     
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  18. Lifedragn

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    I think it would make more sense for 5 skull to be 1 black skull. 6 = 1 black, 1 white. 7 is 1 black, two white. If we ever get up to 10 (episode 2 maybe?) we'd get 2 black skulls.

    Really, I am finding 5 skull to be a very wide difficulty range right now. I've seen 4 skulls more difficult than some 5 skulls and other 5 skulls that seem crazy difficult in comparison. Probably just a factor of not having the manpower to constantly audit and update zone difficulties as game mechanics are balanced and adjusted.
     
  19. Snazz

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    L75, I am finding 5S zones quite easy. Although most of them are melee heavy other than Superstition Canyon.

    As that balance really is all risk for same rewards. Depending of course on what your other motive is during adventuring. (reagents, craft xp, certain mats)
     
  20. Themo Lock

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    Locking many at 80, not sure if i want them at GM now that focus cost goes up
     
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