Solutions for the level 11 cliff?
Posted: Sat Jan 11, 2020 10:49 am
There's always been a difficulty spike at level 11, but it must have gotten worse with the changes to the combat code that made hitroll and armor class more effective. There's a loss of 85 armor class and 27 hitroll, and I wonder if that now results in a "game-breaking" drop in combat ability.
I was talking to Grakk, who recently made some new characters, and he was shocked that his hitroll had dropped to just 2 at level 11. He had picked up a variety of equipment, but it must not have had any hitroll bonuses. Of course, he played a long time ago and only has vague memories of what and where the good equipment is. He said combat had become almost impossible because he couldn't hit mobs anymore, and I suspect that mobs who had been missing the majority of their attacks started hitting him at the normal probability.
Is there a good solution to this? The easiest thing might be just to increase the maximum level for Clericus to give spells, although that could just create a new cliff at a different level. It also wouldn't solve the problem of players becoming dependent on the buffs and not even realizing that they need different equipment.
We could also create a BR Academy "Graduate" equipment set and make it available to level 11 characters. It could have some relatively big hitroll and AC bonuses that would smooth the transition away from Clericus buffs, while not totally superseding the good equipment options that are available in the wild for levels 11-20.
Any other ideas?
I was talking to Grakk, who recently made some new characters, and he was shocked that his hitroll had dropped to just 2 at level 11. He had picked up a variety of equipment, but it must not have had any hitroll bonuses. Of course, he played a long time ago and only has vague memories of what and where the good equipment is. He said combat had become almost impossible because he couldn't hit mobs anymore, and I suspect that mobs who had been missing the majority of their attacks started hitting him at the normal probability.
Is there a good solution to this? The easiest thing might be just to increase the maximum level for Clericus to give spells, although that could just create a new cliff at a different level. It also wouldn't solve the problem of players becoming dependent on the buffs and not even realizing that they need different equipment.
We could also create a BR Academy "Graduate" equipment set and make it available to level 11 characters. It could have some relatively big hitroll and AC bonuses that would smooth the transition away from Clericus buffs, while not totally superseding the good equipment options that are available in the wild for levels 11-20.
Any other ideas?