First off, as with everyone else, would like to thank you for taking the time and energy to put together a place for us to gather and play.
I have truly enjoyed my 3+ years here. Also thank you for taking the time to listen to all player's opinions even if we don't always agree (with you or each other).
Questions:1] Real People - normally 4-6
2] Boxed toons 20 (Started with 1 and did solo progression, started a new 1 then went to 6, went up to 12 after hitting Nadox and boss 3 since we had very few donors in the guild at that time, went up to 19 when guild was down to 2 people playing on a regular basis, added 2 more due to boredom)
3] At this point would prefer 12 but don't want to let the others go then have to bring them back up to strength if people decide to take a break again
4] Depends on the quest - I have done the 2.0 on 19, Raid aura on 19, VT keys 19 (2 maps from Chaos), on my last 6 I did the HoH quest on each of them because I like the fight and didn't mind giving away the other 5 fragments that dropped - overall 14 times for HoH quest.
I didn't mind most of them as you had a good chance at drop or guaranteed drop if the mob X was up (blood on Nagy, sword on Chardok Royals) while you may not always find them up it didn't take much to determine if they were up.
I haven't completed a 3.0 quest yet. Spent 22 hours in Dragon Necropolis for the cleric hearts and finally finished 1 cleric have seriously thought about just buying a donor due to that quest, very live-like in drop rate/time sinks.
Other items already brought up Distillers - I wouldn't mind seeing them available as a rare drop from one mob per tier or as a reward for a quest (1 distiller with the 2.0, 3.0, Headhunter aug, DSK aug, things like that).
Maybe a quest person that when you hail them they check your inventory and provide distillers for items (see above). This way those that have done the quests or whatever can still be rewarded + easy to add new items to the quest.
I don't like the idea of platinum for them as it still limits who can readily get them and a donored group should be able to get platinum alot easier than a non-donored group (hivequeen for instance or selling tier tokens).
Same with removing the no-drop, people that donate still get an unfair advantage as they receive more but now can move them about as they need.
Changes - I think you need to have a little of both - reduction in X (hp, damage, ac) for the Progression mobs and a direct alternative to donor gear.
I would really hate to see a nerf of any kind, people have donated for a reason and are used to now being able to do certain things / kill certain mobs. If all of the sudden you couldn't do those things I think the majority would be upset.
So the alternative is boosting non-donor gear to at least be somewhat competitive so you don't have to tone the mobs down so much it makes those with donors bored since everything is easy to kill.
For instance, the Donor 2.0 weapon for Warrior gives an extra disc with a fast cool down that is a huge thing for fights. Outside of that you have one disk with a decent cool down, 1 drop (T3) - 1hr and 1 quest (T5) - 1hr?.
There were many times when we failed on X mob or already did mob Y and we had to wait for discs to become available again to do a new fight since the fight would last 2 discs (this was with 3 tanks around the time HoH came out before 2.0)
Wizard mana regen I don't remember a mana regen item that is easily available until you hit DSK1: Even if you started at 50 and went up to 200 at T9 the donor would still give a distinct advantage which is what is needed to make the items still desirable.
Haunted Force - 50 mana per tick
Wand of Darkness - 50 mana per tick
Turyn, The Dawn Breaker - 600 mana per tick
Shaman HP Regen while not game changing can be a huge bonus if your gear is not quite where it needs to be
Spiritstaff of the Alchemist - HP by 1500 not to mention the other skills / attributes it affects (1hr)
Champion's Perseverance - HP by 120 other modifiers are close (7 min)
Thoughts - Could you have an item that evolves as you go up in tiers (should it be connected with actual boss kills in tier similar to achievement or would you allow tokens to provide the update?) but is still less than the donor:
War: T1 - 25% mitigation 15minute refresh, T2 28% 14 minute refresh, etc...
Wiz: T1 - 50 mana regen, T2 100 mana regen, etc.
Shm: T1 - 150, T2 - 175, etc.
When you get to tanks depending on how many donors you wanted to donate for the discrepancy can be quite large as well.
Non-donored tank T8, HoH+ augs geared about 15.5K AC, 60k HP
Another T8 geared , HoH+ augs with a total of 5 donor items (bp, shield, arms, weapon and weapon aug) is around 17.5k AC, 66.4k HP -
Now a tank that is fully donored including leafs can hit approximately 28 - 29k AC, 128k HP
Thoughts - make non-lore augs that are 1/2 or close to that of a leaf readily available. There is a huge difference between a leaf and an 18 slot neck / wrist HoH aug.
For type 8 you have a good number of augs available (aviaks, kodiaks, sharks, xmas, halloween, enomuth/hivequeen, etc.) and 16's for AC can use the HoH 10k point bought aug but a bump in HP for those would be nice.
It's the 17 and 18's where you start to lose out.
I think the biggest issue between donors / non-donor is when you start adding donors together, even if they are not on the same character, it starts to add up this is especially true of DPS.
For instance a rogue with a donor weapon is nice.
Now add donor aug for rogue
Now add donor bp for rogue
Now add Bard donor weapon to the that group
Throw in Enchanter donor weapon
Add Shaman or Druid BP (believe those affect melee damage)
How many non-donored rogues are needed to match that DPS? Unsure but that would be interesting to find out...
Pet peeves Short duration buffs - having to cast gladiator/lion every 7-10 minutes sucks regardless of group spell or not (new AA's?)
DT / Insta-Kills: Give players a chance to survive that is why we do the solo auras, raid auras, cast DI, buy donor shield
WishlistGM events for guilds / groups: pick a guild or group and see if they would like an event - Kill mob X or kill wave after wave, etc. It seems when you throw out a zone (prize wheel) the player base is eager to participate but the zone can't normally handle it.
Guild hot zones -- Only reason for guild hot zones is due to the lag issues encountered if the server decides they all need to be in one zone (see above)
Event for March or April - we have something to break up raiding, etc with 4 of July, Halloween, Thanksgiving and Christmas but nothing else for 6 months (least that I remember - think there might have been giants in 2011 but was just starting then)
More item / bag slots -- too many clickies
regards,
niix