Incarnate System and new difficulty settings


Fleeting Whisper

 

Posted

It seems to me that the with the obvious increase in power of players as they will later acquire new incarnate abilities, they will need newer hard difficulty settings. For example, my current Brute can do certain mission types depending on what hes fighting on fairly high difficulty settings. The max I usually go for is +1 level x8 players. If he had more incarnate abilities similar to alpha or even incarnate powers so to speak, he could turn that up further toward the limit. I would like to propose 3 ideas here. First an increase (possibly for incarnates only) in the max number of players a toon can count for as adjusted by the fateweaver/field analyst. Second an increase in the maximum level that mobs he can fight at via the fateweaver/field analyst. For the first 2 ideas here I would suggest a new maximum of +6 x12 for a difficulty setting. And the third idea that I would like to propose is that if the first two ideas are implemented, that mobs over lvl 54 have a higher chance of dropping rare salvage and recipes, including the Purple I/O and PvP IO sets.


 

Posted

Quote:
Originally Posted by Storm Nexus View Post
First an increase (possibly for incarnates only) in the max number of players a toon can count for as adjusted by the fateweaver/field analyst.
This isn't going to happen. The number of enemies spawned for 8 people has been designed carefully, and adding many more enemies can cause problems with the way critter AI performs, and the way a player's client renders things.

Quote:
Originally Posted by Storm Nexus View Post
Second an increase in the maximum level that mobs he can fight at via the fateweaver/field analyst.
This is unlikely unless they expand past 54 for high level content. Currently, the game doesn't know how to create a level 55 critter of any sort. However, between Incarnate level shifting and future Incarnate content, this may happen.


http://www.fimfiction.net/story/36641/My-Little-Exalt