It has been 4 months and 4 days since Dynamis received its fateful changes, and we soon face the transformation of the CoP areas as well. In light of this, I would like to raise an issue which I feel has received too little attention.
Subject:
The harder enemies in Dynamis boast little to no incentive for killing. The difficulty vs. reward does not properly scale.
Elaboration:
The higher tier NMs and neo boss of each zone have a few pieces of gear, though only about 4 or 5 of these pieces of gear are even situationally useful, 3 of which could admittedly be considered really good: the oneiros grip, avesta bangles, and sagasinger from Jeuno, Beaucedine, and Xarcabard neobosses, respectively.
The amount of work required to farm, pop, and kill the neoboss of a zone can be a little bit ridiculous, however, and even should you manage all that, there is a chance that the neoboss will drop nothing. Yes, I just finished a Jeuno neoboss kill where we had TH6 on him and he dropped nothing. Even when he doesn't drop nothing, we tend to wind up with the other drops we don't really want. Out of 8 Jeuno neoboss kills, we have gotten 1 oneiros grip. Out of 4 Beaucedine neoboss kills, we have gotten 1 set of avesta bangles. As far as Xarc goes, we've tried, but we just don't have enough members to take down Arch Dynamis Lord.
The reason I say it's backwards is because higher tier enemies (the EM-IT enemies in Dynamis) have the same currency drop rate as the lower tier enemies, and CURRENCY is the major draw to dynamis. Yes, that's right, it's possible to solo a relic weapon if you have enough time on your hands, but it takes half a dozen people if you want a 25% chance at an Oneiros Cluster. This is my primary complaint right now. Why would people join my Dynamis LS when they can solo everything they want from Dynamis? How do I reward the players who stay in my LS without simply just farming low tier stuff every run to maximize our currency?
Proposed solutions:
1. Double the drop rate of currency from higher tier normal enemies.
2. Triple the hundo drop rate on the 4 neo NMs in each zone.
3. Make it so the neo boss of each city zone has a 100% drop rate on a hundo. 2 for Arch Angra, all 3 for Arch D.Lord.
4. Revisit the stats on most of the oneiros and demonry equipment.
5. When you add the ability augment relic armor, make higher tier augmenting items which drop from the higher tier enemies.
In closing:
I would like to point out that I'm not saying Dynamis is too hard; if anything, I would like it to be even harder. I'm merely disgusted with the lack of incentive for attempting to fight the higher tier enemies. It reminds me Diabolos in Dynamis - Tavnazia. My LS has managed over 30 kills on individual versions of Diabolos, and we were even the first LS to kill all 4 versions in a single run (back when the level cap was still 75), yet we have never seen ANYTHING drop off Diabolos. Higher in difficulty than simply farming the normal enemies in Tav, yet there was 0 reward for doing so.