Hey, fellow Saviors.
I won’t beat around the bush. ToS has some issues that we’re all well aware of (FPS drops, lack of meaningful content, RNG overload, etc.) but I’m hoping to get some discussion going about one thing in particular; the lack of real challenge.
As I’m sure everybody knows, the game is built around damage. As long as you’ve got enough investment in your gear and your build isn’t completely broken, you can solo just about anything that isn’t a world boss. Even things that are labeled as group content don’t actually require a group if you’re built and equipped properly.
Now, I’m not saying players shouldn’t be able to reach a level of power that lets them do some crazy stuff but allowing content to be trivialized so easily is bad design. It shortens the lifespan of new content and removes the incentive for players to be social and form parties (Kinda the purpose of an MMORPG. Sorry solo artists but it’s true). That’s especially bad in iToS since we only get new content every once in a while. If most of the playerbase has that stuff on farm within a week of its launch, it’s no wonder that people put the game down for long periods between Rank updates.
With the last update, we got Challenge Modes and they’re okay. Problem is, the challenge is really just about surviving a zergfest while packing in even more damage to kill mobs within the time limit. There’s still very little need for cooperation amongst players and even less need for everyone to play a unique role within the party (Why do we even have defensive classes like Pelt and Paladin when their skills aren’t really ever needed outside of the highest end PvE content?)
So how can IMC go about fixing this issue and increase the longevity of their game? I’ve managed to think of two different ways that don’t require a complete overhaul of game mechanics and one that might. They are as follows:
1) Give monsters in group content more meaningful skills. As it stands, the vast majority of monsters in group content either don’t use any skills at all or have one skill that players don’t even have to care about. That one mob’s using Pain Barrier? So what? It’s gonna be dead and exploding into little bits in another half-second anyway. Giving monsters skills that actually force players to react would go a long way towards making group content more than just a DPS race. Tossing in some CC skills like Sleep and Slow, combined with debuffs like Lethargy and Hexing would cause players to have to think a little before aggroing a spawn. Of course, doing this right would require some forethought to create synergies that would make individual mobs dangerous and there’d be limitations insofar as what the AI is capable of but it’d certainly be more interesting than what we’ve got now.
2) Tone down the enhancement system. This one’s not my favorite but it would do something to address the rampant power creep. As it stands, players can upgrade their primary damage source (Weapons) to a crazy degree. There’s no limit to the number of anvil enhancements you can do provided you’ve got the silver and the right materials to get around a particular weapon’s potential. Transcendence, while time consuming to accomplish, gives a huge boost. Again, I’m not opposed to players being able to achieve some crazy things but with a properly upgraded weapon, it just gets ridiculous. I watched a Cleric solo the Raid instance the other day. That just shouldn’t be a thing. Getting a handle on power creep is a must for preserving content.
3) Change the way aggro works. This would probably require the biggest investment in terms of Dev time. As it stands, aggro is basically just a matter of who’s doing the most damage. Mobs don’t really prioritize one player over another. They just go for whoever’s hitting them the hardest. Since that person’s also killing them quickly and they’re not really dangerous, there’s no reason not to unload with everything you’ve got. As we used to say in City of Heroes, death is the ultimate debuff. Changing things up to include some form of healing/support aggro would make fights more strategic in nature and give tanks a reason to exist. This could be done by class, with Cleric and Wizard skills generating more aggro per usage than Swordsman and Archer ones. To really be effective, something in this vein would have to go hand in hand with suggestion #1.
Anyway, those are my thoughts on how to improve this particular part of the game. If you managed to read this far, thanks. I hope to hear some of your suggestions in the comments. You may now commence flaming me and talking about how dead the game is 



