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Statesman said:
Starting at level 22, when players get S.O. Enhancements, they quickly outstrip their foes. The missions cease to be entertaining, because a +1 mobs are just too easy. Better XP can be found by taking on +4 mobs in zones. Single characters can take on spawns that are intended for many heroes. And there's no place for a maximum sized group to go in order to find a tough and rewarding battle.
In the case of making the higher level game more fun, I want to make the difficulty of the later levels resemble early gameplay. At first, some players will decry "but I can't do what I used to! Ack! I can't solo two +4 bosses anymore?" True - but they'll have fun battling 3 white minions - which is something you can say at level 15, but not at level 35. Long term, the entire game will sparkle once this sort of balance is restored - because so much of the game design hangs upon it.
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I guess my first thought would be "What's the point of SO's if you're merely going to raise the difficulty of mobs to compensate for the greater power?"
I do agree to some extent that 20+ missions and even level mobs get to be too easy. I'm hoping that simply making them more difficult isn't the way you'll fix this. Spawn size, greater numbers of Lt's in missions (I often do level 25-30 missions without a single Lt), greater agro ranges would perhaps work, without making us feel like the 150k of influence we just dropped on our shiney new SO enhancements is no more than a money sink.