I posted this on another forum, feel like posting it here too.
Just for kicks, here is what I think Einherjar should have been:
-Not adjusted by level or numbers like it is now, however based the monster count so that it will be possible with 18 players. So that means... having 30 monsters of two types wouldn't happen ever in Group I. Group II seems to work in the way you get two waves of pops. Group II would probably require 36(more than 18) still this way... but that sounds pretty nice, since Group I will be easy to farm.
-Get rid of the "everyone gets aggro from every monster rule". Monsters don't link with each other naturally. The only exception is Worms, which will all link instantly boss is pulled.
-Instead of having every single monster in one big party.. split it up in group of 3 usually(depending on number... usually want 3 to 5 monsters in each party) of monsters that's auto-follow. If the monster count is 15 then 3 parties of 5. Have every monster but the leader not aggro. The party members of the leader can't be deathpulled away(or vice versa). As whenever they lose hate, they gain hate on whatever their leader or party members are fighting. Because of the way hate will work it would be easy to kite them. Worms don't use parties.
-Every 5 minutes after engaging the first monster, another party(or a boss) will come after you. This means, sometimes you'll pick the "next group", but sometimes you'll get linked with another party after just pulling another. This keeps the "Oh shit a lot of monsters factor, gotta kill fast" of Einherjar alive. Whoever gets aggro can't death pull, as the "monster leader/party members"(even when the leader is killed) will just pick the next target at random.
-Every monster you kill lowers the Attack(but not weapon damage), Magic Attack, HP, Defense, Evasion, and Magical Defense... the level basically... of other monsters of the same type. Towards the end you are fighting sissies that go down in two-three WSes.
-The "Special Monsters"(bird/tiger) all pop in every Einherjar after the death of leader of a monster party. Which you get is random, with exception to Red Bird(I think), that gives the "Weaken monster" message, which one will appear every Einherjar. Brown Bird would cause any living "monster party member" to lose aggro and walk away(where they can be ignored or pick-off one by one). Tiger makes all monsters in the area get stronger in the same way you've been weakening them if it depops. I have no idea what the Sheep does... and the Red Bird gets rid of the bosses' gimmick(aka, Marid spams Curing WS, Buffalo spams throw back WS). Killing them will always result in a treasure box, like Nyzul/Salvage, full of random cool items.
-All bosses work like Chariots... very high Defense lowers the damage greatly. However, you'll need a lot more defense than usual to hit the cap. (I believe Aurik said 500 for chariots? These would be 700-800)
-Again, monsters except Worms don't naturally link with the boss... however, they will still link every 5 mins. They would still easier to kite.
-You only need to kill the boss to get the win(the chest pops)... however you the points you get is based on how many monsters you've killed before popping the chest(they all disappear during the 5 min timer thing). Let's say you get 300 points from killing the boss and 200 points for killing all other monsters(split up between them, so you can stop half way). This is only for Group I of course... Group II would give more for killing other monsters(due to the fact that there are more monsters). Also you must consider some bosses are impossible without killing the red bird(Marid).
These changes would make it less of a zerg fest... but still a zerg fest. Which isn't so bad, now that more than 1 strategy can be used. For people who don't care about points, they could just go straight for the NM and have people wait for the 5 min adds and voke the leader and kite. Kiting could also be used in the lack of sleep. The difficultly it also lowered quite a bit thanks to the "Special Monsters" popping constantly and monsters getting weaker... but a noob group will still wipe and they won't kill fast enough in Group II. So the challenge is still there for making the abjurations rare.
-Not adjusted by level or numbers like it is now, however based the monster count so that it will be possible with 18 players. So that means... having 30 monsters of two types wouldn't happen ever in Group I. Group II seems to work in the way you get two waves of pops. Group II would probably require 36(more than 18) still this way... but that sounds pretty nice, since Group I will be easy to farm.
-Get rid of the "everyone gets aggro from every monster rule". Monsters don't link with each other naturally. The only exception is Worms, which will all link instantly boss is pulled.
-Instead of having every single monster in one big party.. split it up in group of 3 usually(depending on number... usually want 3 to 5 monsters in each party) of monsters that's auto-follow. If the monster count is 15 then 3 parties of 5. Have every monster but the leader not aggro. The party members of the leader can't be deathpulled away(or vice versa). As whenever they lose hate, they gain hate on whatever their leader or party members are fighting. Because of the way hate will work it would be easy to kite them. Worms don't use parties.
-Every 5 minutes after engaging the first monster, another party(or a boss) will come after you. This means, sometimes you'll pick the "next group", but sometimes you'll get linked with another party after just pulling another. This keeps the "Oh shit a lot of monsters factor, gotta kill fast" of Einherjar alive. Whoever gets aggro can't death pull, as the "monster leader/party members"(even when the leader is killed) will just pick the next target at random.
-Every monster you kill lowers the Attack(but not weapon damage), Magic Attack, HP, Defense, Evasion, and Magical Defense... the level basically... of other monsters of the same type. Towards the end you are fighting sissies that go down in two-three WSes.
-The "Special Monsters"(bird/tiger) all pop in every Einherjar after the death of leader of a monster party. Which you get is random, with exception to Red Bird(I think), that gives the "Weaken monster" message, which one will appear every Einherjar. Brown Bird would cause any living "monster party member" to lose aggro and walk away(where they can be ignored or pick-off one by one). Tiger makes all monsters in the area get stronger in the same way you've been weakening them if it depops. I have no idea what the Sheep does... and the Red Bird gets rid of the bosses' gimmick(aka, Marid spams Curing WS, Buffalo spams throw back WS). Killing them will always result in a treasure box, like Nyzul/Salvage, full of random cool items.
-All bosses work like Chariots... very high Defense lowers the damage greatly. However, you'll need a lot more defense than usual to hit the cap. (I believe Aurik said 500 for chariots? These would be 700-800)
-Again, monsters except Worms don't naturally link with the boss... however, they will still link every 5 mins. They would still easier to kite.
-You only need to kill the boss to get the win(the chest pops)... however you the points you get is based on how many monsters you've killed before popping the chest(they all disappear during the 5 min timer thing). Let's say you get 300 points from killing the boss and 200 points for killing all other monsters(split up between them, so you can stop half way). This is only for Group I of course... Group II would give more for killing other monsters(due to the fact that there are more monsters). Also you must consider some bosses are impossible without killing the red bird(Marid).
These changes would make it less of a zerg fest... but still a zerg fest. Which isn't so bad, now that more than 1 strategy can be used. For people who don't care about points, they could just go straight for the NM and have people wait for the 5 min adds and voke the leader and kite. Kiting could also be used in the lack of sleep. The difficultly it also lowered quite a bit thanks to the "Special Monsters" popping constantly and monsters getting weaker... but a noob group will still wipe and they won't kill fast enough in Group II. So the challenge is still there for making the abjurations rare.
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