
Originally Posted by
Grey Jorildyn
The game really needs something to determine mob "difficulty" off of other than just levels. As was said already, having "sub-cons" might work, but it needs to be implemented within a system that differentiates between solo mobs and party mobs. What I would call for is an "elite" system as most other mmos have. While we have a pseudo-system in place, which is implemented in two different ways, they need to be unified.
The first way this is implemented is via mobs that appear to give 1.5x/2x SP. These mobs include crabs, efts, jackals, peistes, ahrimans, raptors, and a few others I'd have to look up. Basically these are mobs you dream of grinding on, but their HP totals vary so greatly from one family to the next, they're not always ideal to grind on due to factors sucb as long respawn (Peistes) or low frequency of spawns (ahrimans/efts).
The second way this is implemented is via covertly difficult mob types. Humanoids, undead, and malboro to name some. There might be others I cannot recall atm, but they're basically the super difficult leve mobs you avoid.
If the first type were transformed into "elite" mobs, we would know they were party mobs. Aion did a great job of this by having different target bar design. Mobs also had dots that represented difficulty. SE could use stars for this since they seem to love them so much this time around. Here's how you implement tiers: boulderdowns raptors/nine ivies efts are 1star elite, everlakes raptors/iron lake efts are 2star elites, velociraptors/salamanders are 3 star elites, etc. Please read this SE--I am trying to help you unsuck your con system.
Apply the same principle to the second group and make them into elites with party bonus sp like the first batch of mobs listed. This ain't hard. Just do it /nike