Unfortunately when it comes to raiding, at least in my experience, a large part of the early challenge comes from a combination of the numeric values and the mechanics of the fight, but they have to be balanced in tandem to make the fight actually enjoyable. Imagine a bunch of level 30s trying to beat the VoG normal now without any knowledge of the encounters, it would be pretty easy (save for Gorgon Labyrinth) considering they wouldn't have to worry about dying as much and could just endurance through many mechanics until a strategy could be formed, it doesn't have the same level of challenge as dealing with mechanics and enemies that can actually kill you efficiently.how about by, you know, making it actually challenging, regardless of the numerical values involved?![]()
Make the mobs for next raid level 30 or 31, put the raid Chest and legs in a vendor in the tower, gives people the incentive to run the VoG at least once to gain parity with the enemies in the next raid but not required to complete it.Why would putting gear in a vendor using marks incentive continuing to run the VoG?
I know everyone considers Light Level to be the cap but the actual level cap is 20 and will likely remain that way indefinitely. Light Level really is just Gear Score expressed very simply.
And what I mean by that is any increase in Light is an increase in effectiveness even within the same Light Level. So a Level 29 that has 117 Light is more effective than a Level 29 that has 110 Light. It's not so large a difference that it's noticeable without testing, but there is indeed a difference.
So when considering that, every piece of high level gear added to the game will be Level 20 gear but it's effectiveness will rise to allow the player to combat tougher enemies.
Would it be fair to refer to the actual character level as the soft cap and the maximum light level as the hard cap, keep the soft cap at 20, and increase the hard cap from 30 to 32 or 33.