One of the things that has a negative effect on Eldevin is how overeffective AoE grinding/farming is.
AoE = Area of Effect; this means abilities that target an area (often with several creatures in it) contrary to abilities that target one creature at the time.
AoE grinding/farming is by far the fastest way to gain XP and to get gold (through loot drops).
The problem with it is that gaining levels becomes too easy which is detrimental to gameplay. And the rapid influx of gold is very damaging to the game's economy.
There are several reasons why AoE grinding/farming is so effective:
- AoE abilities are affecting all creatures in its radius by the same amount.
- Creatures give the same amount of XP and loot whether you kill them 1 by 1 or all at once through AoE.
- Almadine gems give health when using your weapon in an AoE attack (like Maelstrom).
Some possible adjustments to make AoE grinding less overpowered and effective would be to :
- Change AoE abilities so that they are more effective on small groups of creatures and less on bigger groups.
- Change XP and loot chance so it is (compared to the current situation) higher on low amount of kills per minute, and lower on high amounts of kills per minute.
- Change the Health per Hit on Almadines so that they give a lot of health if you hit 1 creature, and less per each extra creature.
1. Change AoE abilities so that they are more effective on small groups of creatures and less on bigger groups.
AoE abilities now typically deal an X amount of damage to all creatures in its radius.
This can be changed so that an AoE ability has a quite bit more effect if only 1 creature is in the radius; a bit more effect if there are two creatures in its radius; slightly more effect if there are three creatures in the radius; the same effect as now if there are 4 creatures in the radius; slightly less effect if there are 5 creatures in its radius; a bit less effect if there are 6 creatures in its radius; a moderate amount less effect if there are 7 creatures in its radius; etc.
For example, right now the talent Maelstrom deals 90% Melee DPS to ALL creatures in its radius.
That means if you can stay alive you can deal that amount of damage to a few dozen creatures. A few dozen creatures each time is actually not uncommon in AoE grinding/farming.
But an ability like this could be changed so that it then deals 105% Melee DPS if there is 1 creature in the radius; 100% Melee DPS to two creatures in its radius; 95% to 3 creatures in its radius; 4 creatures => 90% to all; 5 creatures => 85% to all; 6 creatures => 80% to all; 7 creatures => 75% to all; 8 creatures => 70% to all.
Of course the numbers aren't set in stone. But it will give you an idea of how it will work.
By changing the abilities like this the general idea behind AoE abilities will still be there: they are more effective against groups of creatures than that single target abilities are.
But you can't use them as overpoweredly effective against dozens of creatures at the same time any longer.
2. Change XP and loot chance so it is (compared to the current situation) higher on low amount of kills per minute, and lower on high amounts of kills per minute.
One of the reasons to go AoE farming is to have easy access to XP and gold.
People have been known to get to level 40 in mere days through AoE grinding. Also a lot of people use AoE farming to gain a lot of gold in a short time.
Both developments have had a negative effect on the game. It is not in the interest of the game if players can gain levels way too easily, and it is especially bad for the game if gold flows into the game too fast because it leads to rampant inflation.
Both these issues can easily be tackled by introducing a reduction on XP and loot chance based on a simple timer.
If someone kills many creatures in a certain amount of time then the XP and loot chance from these creatures is reduced.
An example of how this can work:
A player who kills creatures at a moderate pace would kill creatures once every 10 seconds or so.
Each time the player kills a creature it will check how many creatures the player has killed in the last minute.
Player 1 has killed at most 6 creatures in the last minute so the loot chance and XP are unaffected.
Player 2 has killed more than 6 creatures in the last minute so the loot chance and XP are slightly reduced for the 7th creature; a bit more reduced for the 8th creature; more reduced for the 9th creature; etc.
To put it in numbers (again they are not set in stone; they are to give you a general idea of how it works):
Player 1 kills creature 1 at 0 seconds (timer starts counting); creature 2 at 10 seconds; creature 3 at 20 seconds; creature 4 at 30 seconds; creature 5 at 40 seconds; creature 6 at 50 seconds; creature 7 at 60 seconds; creature 8 at 70 seconds; etc.
He will get the normal XP and loot chance because there is always 1 minute between the first and 7th kill. And between the 2nd and 8th kill; 3rd and 9th kill; etc.
Player 2 kills creature 1 at 0 seconds (timer starts counting); creature 2 at 1 seconds; creature 3 at 2 seconds; creature 4 at 3 seconds; creature 5 at 20 seconds; creature 6 at 21 seconds; creature 7 at 22 seconds; creature 8 at 23 seconds; creature 9 at 40 seconds; creature 10 at 41 seconds; creature 11 at 42 seconds; creature 12 at 43 seconds; creature 13 at 60 seconds; creature 14 at 61 seconds; creature 15 at 62 seconds; creature 16 at 63 seconds; creature 17 at 80 seconds; creature 18 at 81 seconds; creature 19 at 82 seconds; creature 20 at 83 seconds: etc.
He will get normal XP and loot chance for creature 1-6 because they are his first in that minute.
For creature 7 he will get 95% of the normal XP and loot chance.
For creature 8 he will get 90% of the normal XP and loot chance.
For creature 9 he will get 85% of the normal XP and loot chance.
For creature 10 he will get 80% of the normal XP and loot chance.
For creature 11 he will get 75% of the normal XP and loot chance.
For creature 12 he will get 70% of the normal XP and loot chance.
For creature 13 he will get 70% of the normal XP and loot chance (same as creature 12, because now creature 1 is already a minute ago).
For creature 14 he will get 60% of the normal XP and loot chance (same as creature 12 and 13, because now creature 1 and 2 are already a minute ago).
For creature 15 and any subsequent creature he will also get 70% of the normal XP and loot chance (because there are always 12 creature kills in the last minute).
This way AoE grinding/farming will prove to be a less effective way to gain XP, and will bring less gold into the game economy.
3. Change the Health per Hit on Almadines so that they give a lot of health if you hit 1 creature, and less per each extra creature.
One of the most important and overpowered ways of AoE grinding/farming is to use Almadine gems on your weapon and use AoE abilities that use that weapon.
The gems will give you health based on each time you hit a creature. And if you use an AoE ability of a large group the Almadine gems will give you so much health that you can survive several dozen creatures attacking you at the same time.
While the Health on Hit that Almadine give is in itself not overpowered when used against creatures 1 on 1, it is overpowered when used in AoE attacks.
A simple and effective way to reduce the overpowering effect it has with AoE abilities is to reduce the amount of health it gives if a player has done a lot of hits in a certain time frame. The initial health on hit may be raised a bit.
For example, if a player has a weapon with an Fair Almadine gem (tier 4 gem) in it then currently it will give 24 health on hit.
Let's raise that to 36 health per hit, but give it a reduction of 1/6 of the last amount per hit within a 3 second time frame.
When that player uses an AoE ability that uses the weapon then the first hit in 3 seconds will give 36 health; the second gives 30 health (36 with a 1/6th reduction = 30); the third one 25 (30 with a 1/6th reduction = 25), the fourth will give 21 (25 with a 1/6th reduction = 21); the fifth gives 17 (21 with a 1/6th reduction = 17), sixth gives 14 (17 with a 1/6th reduction = 14); seventh gives 12 (14 with a 1/6th reduction = 12); and the next hits give 10, 8, 7, 6, 5, 4, 3, 3, 2, 2, 2, 1, 1, 1, etc. health per hit if they are all within those 3 second.
Suppose you hit once every second then your first hit gives you 36 health; the next hit at 1 second gives 30 health; the third hit at 2 seconds gives 25 health; the fourth hit at 3 seconds also gives 25 heatlh because the first hit is 3 seconds ago; and the following hits keep giving you 25 health until you break the pattern of 1 hit per second.
Suppose you hit twice every second then your first hit gives you 36 health; the next hit at 0.5 second gives 30 health; the next hit at 1 second gives 25 health, the fourth hit at 1.5 seconds gives 21 health; the fifth hit at 2 seconds also gives 17 health; at 2.5 seconds the sixth hit gives you 14 health; and at 3 seconds the seventh hit gives you 12 health because the first hit is 3 seconds ago; and the following hits keep giving you 12 health because those hits are always the 6th hit in the last 3 seconds until you break the pattern of 2 hits per second.
This change would keep the effect of Almadine for normal use, but reduces its overpowering effect it has on AoE grinding.