Merits Risk vs. Reward
This game has never been about the greater the risk the greater the reward.
Witness 1 lieutenant being worth 5 minions.
Giant monsters providing less exp than most bosses.
Elite Bosses being worth less than standard bosses.
Risk vs reward is a myth.
Don't count your weasels before they pop dink!
Your idea does however have some "merit".
Don't count your weasels before they pop dink!
It would, if they hadn't explicitly said that merits were time v. reward.
as presented, the suggestion is exploitable, unless they figure out how to lock difficulty for the entire team at one setting when the team starts the TF.
In the future, they're looking at adding the ability to risk merits via challenge settings - if you succeed in the challenge, you get merits above baseline, if you fail, you get fewer.
Dawncaller - The Circle of Dawn
Too many blasted alts to list, but all on Virtue.
http://wiki.cohtitan.com/wiki/Experience
Here ya go! =-3
Lietutenants, baseline, have roughly 3 times the HP and HP Recovery of a given minion. They have more attacks (usually at least one area of effect) and are designed so that a level 1 solo character should be able to safely defeat 4 minions in one fight or 1 minion and 1 lieutenant. The increased risk of the foe comes with greater rewards.
Giant Monsters are meant to be fought by multiple teams. Ergo the risk is lower since there's usually multiple healers spamming Transfusion, Healing Aura, Radiant Aura, or Twilight Grasp. With multiple groups and aggro management MANY of the people involved won't take a single hit during the fight. They're at LESS risk.
Elite Bosses are meant to be fought on teams, generally (hence the mish text suggesting you bring a friend or two or four) and aren't 'Solo' foes. Thus they are 'special'. These Elite Bosses spread their risk to reward ratio over a group.
A Boss Spawn is typically as dangerous to 2 people as it is to 1 because multiple bosses can and will spawn based on the team size. Only one enemy in the whole mission will be an EB.
Thus the risk is spread amongst two or more teammates and (with MANY teams) the risk is lessened by balance (tanker/buffer/blaster, controller/blaster/buffer, blaster/healer/tanker)
With multiple players on the team the XP rewards for everything go up, including the Elite Boss.
There's also the increased Enhancement drop rate chance when you fight an EB compared to a Boss.
So yeah... Risk Versus Reward (based on the game's normal rules, pushing player 'skills' and 'luck' out of the equation) exists and thrives in City.
-Rachel-
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Elite Bosses being worth less than standard bosses.
[/ QUOTE ]This is only true for AVs which downgrade to EB.
http://www.fimfiction.net/story/36641/My-Little-Exalt
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as presented, the suggestion is exploitable, unless they figure out how to lock difficulty for the entire team at one setting when the team starts the TF.
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Add the Difficulty setting to the Challenge window, thus locking in the entire TF at that setting irregardless of individual choice. Add some text "Raising the Difficulty to <insert setting name> earns you <X> additional Merit(s)."
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as presented, the suggestion is exploitable, unless they figure out how to lock difficulty for the entire team at one setting when the team starts the TF.
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Add the Difficulty setting to the Challenge window, thus locking in the entire TF at that setting irregardless of individual choice. Add some text "Raising the Difficulty to <insert setting name> earns you <X> additional Merit(s)."
[/ QUOTE ]I still want to see gambling merits on the challenges: Challenge X gives you Y extra merits if you complete it successfully, but Y fewer merits if you fail.
http://www.fimfiction.net/story/36641/My-Little-Exalt
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I still want to see gambling merits on the challenges: Challenge X gives you Y extra merits if you complete it successfully, but Y fewer merits if you fail.
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Guessing you haven't done a random Merit roll, thats enough gamble for me. (22 rolls so far - All Traps of the Hunter, Pacing of the Turtle, and Lady Greys so far)
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I still want to see gambling merits on the challenges: Challenge X gives you Y extra merits if you complete it successfully, but Y fewer merits if you fail.
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Guessing you haven't done a random Merit roll, thats enough gamble for me. (22 rolls so far - All Traps of the Hunter, Pacing of the Turtle, and Lady Greys so far)
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And with my luck, if those sets actually had bonuses like +7.5 recharge or 12% regeneration, I'd never get them.....
Can't come up with a name? Click the link!
...'Rare' recipes that sell for more at the stores then at the markets and are less then popular with the player base.
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I still want to see gambling merits on the challenges: Challenge X gives you Y extra merits if you complete it successfully, but Y fewer merits if you fail.
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Guessing you haven't done a random Merit roll, thats enough gamble for me. (22 rolls so far - All Traps of the Hunter, Pacing of the Turtle, and Lady Greys so far)
[/ QUOTE ]Actually, I've done only 3 or 4 direct purchases with merits, all the others have been spent on TF rolls, out of 1500-ish merits earned so far across all characters.
For example, the only history for redside level 15 Impervium Armor: Psi Resistance recipe is from my Mind/Psy Dom
http://www.fimfiction.net/story/36641/My-Little-Exalt
The game has always been based on "Greater the Risk; Greater the Reward." When it comes to TF's, SF's, and Trials, regarding Merits, why does this not also hold true? Any of these done on Heroic give the same merit reward as one done on Invincible. My suggestion is; if the current reward is 20, allow that to be the baseline, and add 1 merit per difficulty increase as a reward. The Invincible setting when then be worth 25 Merits. It's not a huge difference in Merits, but rewards players who run TF's, etc at a higher difficulty for doing so.