There's a lot going on in this thread, but I dig it because it touched on the biggest issue Arelith has when it comes to pve content. Before i get into that though, I want to touch on the other things mentioned-
Familiars. Pixes are not the issue. They were the issue for a long time, because of rogue levels needed for traps of a high dc, but now that that's gone anyone can open the goodies with some gear and a small investment. I do think they could be reworked, but if I were doing it? I would do it at the same time I nerfed summon usage in pve, specifically by lowering their duration. Then boost the familiars power level a good bit, but incorporate synergies that are both boons and detriments to the caster depending on what happens to the familiar. This, if done right, could even the playing field between a caster solo dungeoning and a melee dungeoning, since now if something goes wrong with their built in tank they have to deal with it instead of getting away when the summon is near death and clearly going to lose, resetting, and having another go at it.
Gear swapping. I get it, it seems silly to me at times too. But who cares. If you take ten minutes to set them up, you can use hotkeys on your control hotbar to painlessly switch back and forth with little to no interruption in game. This isn't a real issue, people are just being stubborn lol.
Now to the important Bit-
God_In_Action wrote: Thu Mar 16, 2023 11:47 pm
The point about soloing being more rewarding than parry adventuring is spot on. It's made worse by the fact that the overwhelming majority of level appropriate dungeons become completely unchallenging to a party. Certainly classes like warlock or invoker make PvE completely painless because they are so good at infinite casting of group damage and crowd management spells.
Even if you go to a dungeon in theory above your level range, this remains less rewarding than soloing a lower level dungeon.
I might turn this into a fleshed out suggestion for party only dungeons with higher rewards, locked behind puzzles that need multiple players to solve.
Dominentdrowess brought this up first, but i just to quote this guy/gal because it was more to the point and had a suggestion to boot. This revolves around three main issues-
One, without an easy way to group up in game icly its more convenient to just log in and go, especially if you only have an hour or so to play at that given time. Someone else brought this up, and its spot on.
Two, you make way more gold if you just go solo all the way through to 30, to the point that instead of having to jam out lowbie dungeons at 30 you are probably pretty good on gold where you don't even have to bother pushing it at 30 at all. Take sailing, often accused of being too easy on gold, where you can go out with a group for two hours and make 40-80k, and then compare that to someone solo dungeoning their favorite dungeons (or worse, just circle grinding). The solo dungeoner is going to make give or take some 33% more gold in the same amount of time. ITs going to be harder, sure, but that actually brings us to point three-
Three, the pve content is kinda fun alone. It gets steamrolled even by a group of two in most cases. Being in a group 9 times out of 10 doesn't lead to a fun group adventure, but rather plays out as a bunch of mass hasted people running to show off their build by killing everything in their path as fast as possible. So, yeah, while i will always group up with folks if given the opportunity because meeting other characters is still the name of the game (at least I hope it is), I'm not doing it because it's more fun, and I often find myself laughing at folks who talk down their nose at folks for solo leveling on discord or whatever.
Now, these are all separate issues with different solutions, but they all have one thing in common. They all play a big role in the solo leveling reality that is Arelith. And trying to force people into groups without addressing these things first is a fool's errand. That's why I am hoping God in action follows through with his suggestion and actually has a good idea. I have some ideas myself, essentially breaking down dungeons into two classes, exploratory maps and "quests", the first being a place where someone can go solo and hopefully run into folks of the same level to go take on the one time only but heavy on reward quests as a group, but the amount of work to get us there would be staggering. So, hopefully he has something better suited to the reality that is arelith instead of something that would require a complete overhaul.