I had typed a whole paragraph regarding a "new" mixxed EQ+Free Field style event, and at the end I realized I was describing Enemy Triggers but for powered-up level-capped infected rare versions of enemies (or enemies like Hunar, Apostolo, etc.)
Then I tried to describe an event where a certain field temporarily changes to lvl85 version, and I realized I was describing Advance Quest at max rank.
Then I tried to describe an event where the game implements hunts where we need to kill a specific enemy, and this was ARKS League / Daily Orders for 99 enemies/items.
Those 3 above led me to think that there is actually content that can satisfy our gameplay needs. It's just that this content doesn't reward "end-game" equipment for us to run it. We just flock to the FotM content and burn out by running it to death to complete the CFs or to get the drops we desire.
-=Edit=-
Regarding TE's utility, it's just as Zephyrion said; it's too much power on 1 single player, and if a 2nd appears then the latter (or former) becomes useless. This is the problem with all games that treat buffs/debuffs as a target-property and not as a caster-property. What I mean is this:
Imagine if Shifta was not mutually exclusive, meaning that if 2 players cast Shifta, you have 2 Shifta effects on you. And each Shifta effect has its own timer and its own contribution to the subject's output. But to balance this out and not make a 12-TE party as the go-to, you have to change the way Shifta behaves from a damage multiplier with just a timer to a "pool" of extra damage that is slowly dished out until its timer or the "pool" expires. Example:
Player A has Shifta Advance, and casts Shifta on Player C. The game calculates that Player's A Shifta should last for 3mins, or until 400,000 damage is dealt. The damage multiplier of Shifta from Player A is 24.625%
Player B who has less T-atk and no Shifta skills casts Shifta on Player C too. The game calculates that Player's B Shifta should last for 3mins, or until 300,000 damage is dealt. The damage multiplier of Shifta from Player B is 19.7%
Player C sees both Shifta effects on his bar (yes, it would make for a messy bar with lots of buffs). Each hit Player C does is strengthened by 24.625% from Shift A, and 19.7% from Shifta B. So if Player C would normally hit for 10000, he will now hit for 10,000 x (1 + 0.24625 + 0.197) = 14,432, as long as he remains affected by both Shifta effects. And after this first hit, Shifta A would have a remaining pool of 400,000 - 2462 = 397,538, and Shifta B would have a remaining pool of 298,030
Damn, I am such a great armchair developer.
The above numbers are for demonstration purposes only
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