Progression Tier mobs for soloing:

Virgil

Dalayan Beginner
Hey ~

In my six or so years on Dalaya, I've met a lot of people who go it solo - either group xp or solo - but no guild. They all are well under tier for the time they've put into the game, and there's limited options for increasing their gear when soloing. Things like bounties are great, and I've had fun trying to solo my way through them, but other than bounties, once you have great BOE Gear, you're stuck. I know there are some options (like OG ring, and some others) - and most everything is not soloable.

I remember reading in MANY Posts that there is a big focus on getting people to "Group, Raid, Guild" Etc...

But here's my idea/suggestion:

You put in place several mobs that are unattackable until you trigger them - through some kind of questline progression.

These mobs are on a "Tier" - and you are able to attack each mob as many times as you want in order to get all the gear they drop that you want. They then drop a quest piece that triggers the next mob (more difficult/different strat to kill).

Each mob needs to be killable by either all classes, or have certain tiers be class-specific solo mobs.

There has to be some sort of collection or time consuming questline to be able to trigger a mob - or have to solo clear to it. Every mob, including the tier mob, needs to have a max aggro amount of players = 1.

There's a lot you could do with this - in terms of where you place them, or whether or not you kill them - or just fight them to a certain % in order to test your skill against them - so its not just all about killing stuff.

These mobs would drop 1 piece of loot (and maybe some sort of token or something that empowers lower tier loot so that you can tier it all up to your current tier - as you kill stronger mobs.

This is just a start to this idea, and I wonder what people would think about it. If there's some good replies, I hope Dev's take it into some consideration! I'd love more things to do solo, and to be able to get higher tier without having to soley rely on raiding with a guild/pug!

Thanks~
 
this would make progression confusing and unrealistic. for example, you want something that has better loot than some of the boe's you can purchase, meaning you want a mob that is solo-able by a single 65 character to drop better loot than a tier 3-4 raid monster? it doesn't really make sense.

it seems you have a problem with amassing a raid since you don't have a guild or can't find a pug raid. treasure maps seem to fit the bill here. single group-able and drop loot better than their difficulty would imply.
 
I like the idea as a sort of litmus test/something to attempt when you have nothing better to do. I would imagine it would be hard to balance for each class, but maybe having a different path for each archetype is a little more tenable.

It would be interesting to have 15 mobs per archetype littered around the world that represent an appropriate challenge per tier, just to see where you size up, if not for gear/xp.
 
Considering that there is Mr. Raptor late in the refuge quest line, who is basically this, and considering that about everyone I ever talked to that had to deal with him hated him, I'm not convinced that this is something that we want.
 
Considering that there is Mr. Raptor late in the refuge quest line, who is basically this, and considering that about everyone I ever talked to that had to deal with him hated him, I'm not convinced that this is something that we want.

I think most people doing the refuge quest line don't regard Raptor as optional, which could create a big change in how favorably the encounter is perceived. (I haven't done the quest, but that's my guess).

The OP's suggestion really tailors to the way I've been playing the game for the last couple years. I essentially don't raid, and rarely even group. I mostly solo or duo, but I have fun doing it. It would be nice to see content for this genre, but I see a couple problems with implementation.

this would make progression confusing and unrealistic. for example, you want something that has better loot than some of the boe's you can purchase, meaning you want a mob that is solo-able by a single 65 character to drop better loot than a tier 3-4 raid monster? it doesn't really make sense.

Something like this. I think more specifically, the rewards that would be warranted from a solo encounter would inevitably be disappointing. Proper balancing would reduce items to very marginal upgrades (theoretically, 1/6th of the upgrade capacity that a 1-group target would yield to an on-tier group). As for why this has to be true, I guess it's to maintain balance between various means of character progression.

The other question I see is in terms of development - who is going to develop encounters which can challenge a single character so that it isn't merely a gear-check? Or, like Whelm mentioned, you can make it a gear-check just for fun too.

I think it would be ideal to have some encounters which scale to the number of characters who engage, but not sure if that's feasible with regard to coding and balancing. It could be a nightmare on both fronts.
 
I actually enjoyed the Raptor fights. I kinda blew through them on the shaman, but I actually went back and did a few AAs after having stopped them for like 2 yrs on my monk, and did all kinds of prep on my wiz when I did it. I'm not sure it translates much at all to my feelings towards the prospect of solo content in general, but outside of a few spots for pulling on the monk and maybe a couple raid fights, Raptor was one of the very few actually exciting things I've done in this game.

I'm not sure I like what the OP describes, as I question how you could make solo rewards worthwhile without being OP for the effort, but I'd personally love more random solo content mixed in here and there. Then again, I'm one of the rare people that actually enjoy quests, and quest-like content.
 
I thought Raptor was awesome too. It was kinda too easy for my paladin to beat him since paladins are good at soloing. But I liked the idea of having a class that isn't known as a strong solo class trying to outlast this guy one on one. I would be intrigued by new solo content for sure, but I know that we should be resigned to not really receive upgrades from them unless the last step, or reward step, goes from solo quest to 6 or 18 man raid.
 
I think this would be a cool idea and would provide some nice progression content for new players. I don't see anything wrong with allowing people to get tier 3-4 loot solo if they put in enough effort. It wouldn't be like they get that loot at the beginning. It would be after they have done enough progression targets.

Also cmal, tmaps, and bounties definitely aren't enough for players who dont raid. That's at max a few months worth of content right there and the players know they won't end up becoming powerful and desired by other players for groups just by that. Its like we wonder why we don't have a ton of players when the game is pretty much either "raid a ton or find a different game unless you want to have a shit ass character". When they realize that as a casual player they only have a few options, they tend to hit 65 and quit soon after.

More content that new players can solo or box is always good in my opinion.
 
raptor is cool yes, but that's kind of the point. for some classes (ranger) it's a cool challenge, for others (cleric) its laughably easy, and others still (wizard?) it's borderline impossible/stupid. it's such a problem they had to add in a way to skip raptor. it's hard to do solo content in this game properly, and the idea of doing it for multiple tiers is a nightmare. also, grouping is a pretty important part of this game. when a game tries to please everyone, it usually ends up pleasing no one.
 
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