Create more raids, problem solved. Oh but wait, thats carebear right? That's not CLASSIC EQ LOL RIGHT? This isn't WoW right? Well ok then
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Also, increasing difficulty may just lead to the exact same situations of 200 people showing up and bumrushing a lvl 75 mob with 200k hp then letting a GM sort it out, instead of waiting for the difficulty of the mob to decrease. Thats why mobs were given abilities like ae fear, and ae dd's, etc., to gauge balance and player skill rather than simply upping silly numbers like lvl and hp, because you inevitably run into a high enough lvl target where no spells can hit, melee can't hit, and the shit will straight up wreck everyone no matter their gear, level, or skill. While a minor increase in difficulty in this simple manner may be worthy, there HAS to be a limit. We can throw lvl 90 mobs in here with 500k hp that quad for 1k, but if no one ever can kill it then there's no point and it doesnt help anyone. Then if the 200 player bumrush cant even kill it, what happens? the same people camp it until difficulty decreases, or they keep trying putting in many useless attempts in order to gauge the difficulty as it decreases over time. Add an engagement time limit? That does nothing, then you have the 200 player poopsock bumrush waiting for the other guild to go, or coordinating and splitting loot. If you up the difficulty, you MUST increase the loot power or amount of loot, its just plain practical and sensible. So while I and everyone else may think this is a good idea from its face, when you dig deeper its simply illogical and would only serve to create a whole new set of problems, which should not be the goal will this sort of 'solution'.