I'm not sure almost halving peoples damage is the best way to "progress" the server. People hate nerfs and with a game like this that is one dimensional and locked to "build" it would be a big kick for people. The grind to level is long and hard enough anyway.
For people without jobs, family commitments and other hobbies It can be done fairly quickly to 45ish, after that even they get bored of leveling and start to feel the grind. There is the exception of pay to level people and wizards,
People with jobs, life commitments and other hobbies would simply just not play if everything took almost twice as long, as you are suggesting as they would never catch up.
A suggestion could be to introduce a form of shield/armor/tough skin to bosses.
So each boss has a secondary hp bar only its not HP its whatever you want to call it.
It Regens at a fast rate and poison does not effect it (so it always regens)
Say Colossus for example. using an example sin that deals 400 damage per second.
Its "tough skin" could be a bar that can take 2k damage but regenerates at 500 per second.
You instantly see that this mob can no longer be killed solo by this sin. as NOTHING will stop the second bar from regenerating so you will need a minimum of 501damage per second to start hitting the actual Health bar(even then you are going to hit for 1...)
Each boss would need 1-2 extra people to keep the "shield" down so that the rest of the group work on its HP.
Natural progression would of course allow people to 1-2man bosses again as their damage increased above the "shields" regeneration rates, By that time perhaps those mobs would not be worth killing..
I would also say that the shield bar should be visible to all players without needing a REV. HP would stay hidden unless reved ofc.
On the note of 1-2 hitting other players
There is very little in the way of damage mitigation in mir.
With AC and AMC being very weak and often "ignored" Its difficult to go for a defensive build and just makes kitting one dimensional for each class.
Its always been an issue with mir but I guess that's what mir is.
without introducing other mitigation stats you could.
Remove ignore AC from TDB and giving it a PROC to ignore AC that triggers 1/4 hits that would offer a better use to AC.
Doubling or Tripling the effect of AMC would give a use to AMC, currently you cannot stack enough of it to notice a difference without making yourself so very very weak.
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I thought about this before - reduce global pvp damage by 50%
Thats as far as it went though lol
If that's easy to do, id agree with that. so long as it doesn't effect mobs.