PureRage-DoD wrote:
no, you missed the point of raising it to 8 player spawn. bosses health would be the same as they are now in a 4 player game, It would just reduce cb effectiveness
you get a chance to speak with baerk? i havent reached him yet, but ive sent him a message on the aftermath forums and hoping for a reply.
in either case, i think i remembered something that may be a much easier solution than raising player spawn, which comes with some drawbacks to it:
- pretty large increase in experience (i think) = may throw off the leveling curve that keeps difficulty consistent with monster areas.
- making it MUCH easier for bigger parties (if we keep monster life the same but double the spawn, then it only gets easier with more players...at least in the current system, it promotes party play but penalizes large parties where most members arent contributing at all...like rushing parties relying on one char-->increasing boss life--> longer rushes...i dunno, i feel like there needs to be some drawback to big 6-8 player parties because they get so many benefits such as increased damage output spread over a wider range of elements, increased survivability from having more characters and mercs to split the monster mobs more thinly, a wider range of curses, auras, buffs, summons, etc that are shareable amongst all)
i think on aftermath we discussed CB, and its not a very prevalent mod there...its very useful but its not something completely necessary to take down bosses. i think CB is softcoded and can be changed to do a smaller % of life. we should check into that. a smaller %damage of CB means we can leave the spawn alone and not bring in any other issues to take care of.