Originally Posted by
Orson
Oh please you sit there and say, "make it difficult" but fail to have any good or original ideas on how to do this. There 2 kinds of difficulty in games for the most part. First is gimmick and the second is attrition. Almost every encounter in a traditional RPG can be one or a combination of these 2 things.
For a gimmicky encounter it relies on it's surroundings, positioning, and other factors that are controlled usually by the player. Dark Ixion and Doomvoid versions of KA, Guirve, and Lambton are all gimmick based HNMs. Gimmick based encounters are as difficult as you want them to be. The problem is you learn the gimmick and the difficulty fades away.
Attrition was PW, literally inflict as much damage as possible on your players slowly killing them. This is very difficult to balance because as seen with PW players will just keep throwing PCs at the mob to hold it and slowly zerg it down. You make it too hard you end up with AV.
In short difficulty is only temporary on anything that can be killed. Making something more difficult just raises the number of players needed to take it down. This makes it harder to reward everyone in a fair way. Just having single item drops is a bad idea you're better off with point systems.
You could argue that reaction time is part of the difficulty but that's more part of gimmick like stunning Cerb's GoHs. This game would have to overhaul their combat massively to allow true action/reaction based gameplay.
TLDR: Difficulty is usually a fleeting feeling in an MMO because everything is repeated so much it becomes easy.
Finally on the heart of issue. Having free spawn NMs are fine as long you have every single reward on them able to be obtained at the exact same rate from an instanced version at the player's convenience. Having to live with your schedule centered around a game just to have a chance at the best gear nuts and pretty pathetic.