What Should New Endgame Content Be Like

  • Hello everyone,

    In this forum topic, I will share my own suggestions for a new endgame instance and new content.

    As many of you already know, we will probably have a new endgame instance within a year. However, this new instance and endgame system should be more fun, engaging, and balanced.

    How? Let me explain:

    In my opinion, the developers made some mistakes in previous instances, such as Orkham and Dark Core. Why? Because these instances made previous ones unnecessary, and their content was easier than that of the RoFL instance.

    Let me be clear. When these two instances were released, players ran them repeatedly and completed their endgame items too quickly. As a result, some players quit the game sooner than expected. The new endgame content should be similar to RoFL, where crafting an endgame item takes time. It took 10 days in RoFL content, but I suggest making it one week in this new system.

    To prevent rapid progression, there should be a cooldown or similar mechanic for crafting items. Additionally, previous instances should remain relevant for endgame progression. Developers should introduce a new Hard Mode (or maybe just an Awakened Mode, depending on the chosen name) for older instances. Players should be required to farm materials from these older instances to craft new endgame items.

    Endgame Gear and Instance Difficulty:

    The new instance should have two difficulty modes: Normal Mode and Hard Mode.

    • Normal Mode should be manageable with Orkham gear.
    • Hard Mode, however, should be more challenging and enjoyable.

    If players complete the instance in Normal Mode, they will obtain Tier 14 gear with Tier 17 weapons, allowing them to defeat mobs and bosses effortlessly. This would make the game boring and lead to players quitting.

    How Hard Mode Should Work:

    • The Defense, HP, and Attack Power of mobs and bosses should scale with the Gear Score of the party in Hard Mode.
    • The quality and quantity of items and materials should depend on completion time and the number of mobs defeated.
    • The faster players finish the instance and the more mobs they defeat, the better the purple item quality and greater the material quantity they should receive.

    As mentioned earlier, new endgame content should not revolve around a single instance. Lower instances should be integrated into the new Hard Mode system to maintain their relevance.

    Scaling Older Instances:

    Imagine older instances being scaled based on the party’s Gear Score.

    • Weak parties could farm older instances such as Inferno of Divinity, Gorge of Ice Giants, and RoFL.
    • Stronger parties could tackle Dark Core and Orkham.

    These instances should only drop materials, not purple endgame items.

    Example of Endgame Item Stats:

    Purple items from the new instance could have attributes such as:

    • + X amount of all basic attributes
    • + X amount of maximum HP
    • + X amount of magical attack (or physical attack)
    • + Y amount of negative aggro (Y value should remain constant)
    • + X amount of magical damage (or physical damage)

    Set Bonuses:

    • + X amount of Int/Wis/Str/Sta/Dex
    • + X amount of cast speed/attack speed
    • + X amount of critical damage

    Important Note:

    • These set bonuses should only be applied when upgrading the item to gold quality!
    • The X value should increase based on instance difficulty, completion time, and number of mobs defeated.
    • There should be a limit to prevent infinite gear upgrading.
  • The X value should increase based on instance difficulty, completion time, and number of mobs defeated.

    Just saying such Systems would always lead to the stronger getting stronger while the average players will fall more and more behind.

    It would not be healthy for the game.


    Also a side note: orkham was fairly hard with only DC gear. When you obtain the items from the new instance, it will always be far easier than without. Same was in rofl. New instances should always be designed to have the previous instance gear. Although I would love a challenge mode, that is not mandatory, even for tanks


    Greetings

  • The X value should increase based on instance difficulty, completion time, and number of mobs defeated.

    Just saying such Systems would always lead to the stronger getting stronger while the average players will fall more and more behind.

    It would not be healthy for the game.

    Yes that is true for some point. Endgame guilds will be too powerful and weak guilds probably will never be able to farm new Hard Mode. But i see a lot of people complain about difficulty of instances. After completing gear, we just one shot all mobs and instance becomes so boring. I am sure they can adjust stats of new items for endgame players. Of course there should be no infinite gear upgrading. But people should be motivated for higher gears.