With the current size differences just making a NPC "hard" to kill will only make those "rare" items easy for the big players, the heavy grinders, which will make them grind better gaining even more on those that don't. If you add luck to the equation then you will even it out a bit more, you aren't luckier just because you are a super myth.Einar wrote:Gorboth, could you please elaborate what you need a list of items for and what you going to do it with once received? I refuse to put single item on this list if you going to mess only with chance to drop certain items - from my point of view it will change as much as I'll have to kill npc 1000 times instead of 200. NPCs who possess such rare items should be hard to kill - the good example is a orc captain in Emerald - you just don't walk in, kill it and walk away (well, the most people do not), or this guy in Kabal wielding the whip. Reward should be equal to the risk you take and if you risk nothing you should not be rewarded at all.
Of course good challenges are important, hard fights that needs a balanced team with tactics with a nice reward for winning the fight is a great thing for the game.
I was suggesting that we lower the quality of the average used item and make it feel special the few times you can use one.
I also think that death traps should return, no more wimping or running from the yeti, no leaving the ledge in Emerald during battle etc. As you said, risk vs reward, you want a cool item risk death.