03-20-2017, 11:24 PM
Hello there Lewd! I will address each point as simple as I can.
Since we've been doing rewrites for many NPCs, boss spawners are most likely going to be revised as well. Your suggestion isn't bad overall, a solid suggestion. I'll see what I can do. If anything the only thing that comes to mind is increasing HP, and adding more mobs to close large HP gaps. But HP, EXP, and Meso drops are most likely going to remain the same.
The reason why only donors were able to access Auto Rebirth GM was for a perk, but the idea will be discussed. If Auto Rebirth GM were to be implemented to the Trainer occupation, then it would most likely have a greater rebirth requirement as you have stated.
For your boss spawner suggestion, what kind of stats would there bosses have HP wise, EXP wise, or even Meso wise? These are the general things I look for when adding new mobs to a boss spawner. Â Regarding these unique stat item drops, the only possible solution is adding an entirely new item. This is possible and would most likely be done if this portion of the suggestion is put into place. What kind of stats would the item have to make sure it's not too weak, but players feel a sense of accomplishment when they obtain it?
Thank you for the suggestion!
Since we've been doing rewrites for many NPCs, boss spawners are most likely going to be revised as well. Your suggestion isn't bad overall, a solid suggestion. I'll see what I can do. If anything the only thing that comes to mind is increasing HP, and adding more mobs to close large HP gaps. But HP, EXP, and Meso drops are most likely going to remain the same.
The reason why only donors were able to access Auto Rebirth GM was for a perk, but the idea will be discussed. If Auto Rebirth GM were to be implemented to the Trainer occupation, then it would most likely have a greater rebirth requirement as you have stated.
For your boss spawner suggestion, what kind of stats would there bosses have HP wise, EXP wise, or even Meso wise? These are the general things I look for when adding new mobs to a boss spawner. Â Regarding these unique stat item drops, the only possible solution is adding an entirely new item. This is possible and would most likely be done if this portion of the suggestion is put into place. What kind of stats would the item have to make sure it's not too weak, but players feel a sense of accomplishment when they obtain it?
Thank you for the suggestion!