We are just not going to agree about critical hits. The lore of the game is that you advance forward, gathering greater rewards... when those rewards are then turned against you to become a disadvantage it's really a big "f*** you for playing" to the player. The immortals have to decide if that's the message they want to give out. Players should also be in control of all skills that are "automatic." Because automatic removes a skill element for players, a main reason to play. Tossing webs for example should also be a toggle amongst any of the other skills which are automatic. There are places I don't want my mob webbed!
Insomnia wrote:I also may be mistaken, but I think you can get 80% of conquest points from 20% of mobs – so you don't really have to subdue the entire MUD, maybe 50% will do it. Feels like it's designed to allow most players to get to level 10 of the Spirit, and also leaves some place for competition on the high end.
I do agree with this. But I also think that subdue's aren't worth the conquest points. When the main rewards are rushed to (item trading), the system won't be worth continuing with. For example I've spent 6 cycles trying to subdue a 20m mob today - got it to 0% every time then failed due to a critical hit or too much damage. That's 3hrs wasted on a mob for 55k conquest points. When someone is near the end, improvements will cost incrementaly more, to the point that it probably won't be worth trying. Although we do expect things to get harder as things progress, when the grind is being effected over something the player has no control over... the system starts to become counter productive rather than productive.
We must also take into account the 12hp that is the difference between a mob corpsing or being incapacitated was designed for Sloth I, some 20 years ago, when BH Sewers was group exp. When you factor in weapon damage players are 3-5x more ppwerful than those days, and even more with the new artifacts. The 12hp to range you need to fall in, has not changed.
So to summarize, my main arguments are...
1) Sloth has changed, but the subdue system hasn't kept up with player power increments.
2) Not being able to toggle "Automatic" skills removes options and skill from players.
3) Making the whole game about advancement, then turning that against the player is a slap in the face.
I have tried shifting, but I didn't find it superior than my subdue mode unshifted for mobs over 5m.