Although it was me that originally suggested placing in game "a potion of weakness" - it's been added to the game in such a way even I doubt I will even use them. The potion was meant to complement the setting I wanted to turn off all critical hitting. I firmly believe that fighters should be able to adjust their power level. I mean we do it when playing with children... when sparring in boxing... but in sloth it's like it's just all hardcoded to be max damage - and really that's all we needed until the subdue thing came into the game. Sorry Zuzu, no one cares much about 4th of July redcoats...
I mean I'm not complaining about the new bandaids that have at least levelled the playing field, I'm thankful for them, but all the same, the way the subdue system is working isn't perhaps optimal. I don't mind technical solutions as a player... what I don't like is when the game doesn't give me options... like the way xp is currently stacked towards grouping when I just want to solo and avoid all the crappy clan/player politics, or inability to control my power when subduing... I don't like it when the game makes dumb decisions for me... making dumb decisions should be a player privilege. You take the ability to make decisions out of a game, you take the skill and the fun out of it. I want to be able to control my hitting power. I want to control when I use evade capture and chuck back webs... etc
Here are some of the less than "optimum" issues...
Can't subdue ethers - should there be a mechanic change?
Subduing tiny mobs is often harder than bigger mobs. (Belrath)
A good number of mobs on the area cards aren't designed to be killed. (Insomnia)
There is little way for a player to control their power or dial it back. (Gorka)
Without seeing mob hitpoints, the player skill to subdue is removed and it all becomes about dumb luck and RNG. This is especially a problem with large mobs who go several rounds of fighting while on 0% health. (Insomnia)
I know a lot of players are currently focusing on the areas with large mobs... where there are more points. But I've played around a bit... and if you want to get a feel for how kind of kinky the system is for subduing... go to king's bazar on BH. There are heaps of small mobs, which although there are techniques to do the job, the rewards for the amount of work, doesn't make sense. You are either shifting, magic missiling, or chucking hammers at very small mobs without great success, and then you get like 15 conquest points - when oddly a good 20m mob turns out to be easier and less stuffing around than making hammers, walling mobs, and making nightmares. If this is the case, I think it's fair to say, the system is kind of kinky. It's great to have something to do at the moment, but all the same, it is the truth.