Gothryd

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  1. [ QUOTE ]
    Then that group can go into a zone with smaller spawns, but higher levels mobs. So a group of 8 level 30 guys could go into a hazard zone with spawns for a group of 3 to 5 - but with levels +1, +2,+3 to the group...Heck, a single +4 should be a challenge to several heroes. But it's not. That's the problem.

    [/ QUOTE ]

    To the other poster's point, a group of anything more than 2 going after whites or yellows is in for a long tedious grind. Unless something changes with XP, making enemies harder will encourage soloing even more. A team will end up facing a few difficult mobs that are high enough to give xp but won't be worth the trouble in terms of time/xp.

    If more things become "not worth it", you will find people will zero in on smaller and smaller segments of the content. Take Nemesis as an example. It wasn't that people couldn't beat CoT or Carnies, it was just less efficient. Dealing with things like illusionists vs warhulks for similar or more XP is a no brainer. If the mob is harder, make the reward greater, otherwise this cycle will continue until all mobs are basically the same (addition of status effects, more hp, etc). I hope this is not the direction of CoH.
  2. Clicking on pedestrians whose names begin with certain letters will tell you certain things. Such as what the current time is, how many total hours you have on your character (my personal favorite), paragon city time, etc. A nice little touch.