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.

  • Wir als Gilde können solche "Endinstanzen" nicht laufen^^ aber für die Topgilden auf dem Server wäre es eine tolle Motivation nicht mit dem Spiel zu pausieren weil sie alles geschafft haben. Es könnte dort besondere Titel, etwas bessere Stats usw. geben. Also es wäre praktisch das Endgame :) und wir hätten alle einen Nutzen davon.

  • As someone who has quit and returned to the game multiple times, I can only agree with the fact that something needs to be added to keep the game interesting in the long run, so it doesn’t get boring over time.

    Of course, the obvious reason I keep coming back isn’t just my friends, but also the game itself – a game I’ve been playing for over 16 years and have loved since day one.


    Sure, there will always be people saying, “It’s your own fault,” or something like that. But eventually, everyone reaches that point where there’s nothing left to do – other than stacking materials from instances, grinding stats, or playing some kind of economic simulation. But that’s not supposed to be the core of the game.


    As I already mentioned around 1.5 years ago, it’s finally time to do something that makes old instances useful and fun again – not just for the nostalgia they bring, but because they actually offer something meaningful to play.

  • Tbh one thing I would really like to see for new weapons would be a preset for corruption roles ( 4 slots for roles so we don't need to build 4x wep but instead can safe up to 4 rolls on same weapon and can switch between those.


    I think this would solve a huge problem being that corruption weapons brought a bigh varianty and therefore are way to expensive for a lot of players to build so many different weapons to stay competitive I mean people these days need (drop,patk,DMG,atk speed,attri% etc )


    Also this might solve that people get frustrated once next weapons get released since no one wants to rebuild so many weapons for few more % DMG

  • Hi some additional idea what could be added to bring a bit more fresh air into current Instances.


    Hearth System


    What is the Hearth System?


    The Hearth System would be a Instance System that would give additional stats for doing instance content. In short: it would be a interface mainly with 2 things in mind, giving out additional stats for players while having insane high requirements.

    With every Instance cleared there would be 1 Slot that can be unlocked through the hearth System.

    The players could then decide on which stat to choose from a pool of attributes.

    After that by doing the challenges of the hearth you could upgrade the chosen attribute from tier 1 to a max amount of 5.


    Where would it get unlocked?


    Iny opinion it should be unlocked for each Nostalgia ini and core ini.


    Why another system for min maxing, wouldn't it make the gap between new and old players higher?


    Yes I can understand the concerns about it, but as many people already mentioned a lot of endgame players leave the game after few weeks into a new instance because they are finished with building gear. I don't think limiting the gear is a good option tho. Since that would only maybe hold those players a few more weeks.


    For those instance oriented players there needs to be a system that is similar to the card system in terms of how long it takes ( but without the need of spending dias ).


    This system should be very challenging and I will also make some suggestions of how those challenges could look like.


    Challenges


    Clear the Instances with lower amount of players

    ( For example Orkham / Grafu with 4,5,6 people instead of 12 )


    Clear the Instances with specific party setup

    (specific tank,heal,dds (main classes)

    For example every player would have the req for running Orkham few times with Knight,Warden or Champion tank in Party (players doesn't need to play class by himself)


    Clear the instance without Priest or Druid or Warlock buffs or without all 3 / 2 / 1


    Clear Instance on highest difficulty 10,20,50,100 times


    Clear Instance in specific time (60,45,30,25,20) minutes for core ini


    (30,20,18,15,12)

    For nostalgia ini

    ( ofc needed to be tested first if possible since some mechanics can't be skipped and have locked playtime therefore )


    Clear the Instances without using specific buff food ( for example DMG,HP, )