Quote from Kapra;1276777:
I'm not too fond of making existing content even harder than it is (because believe it or not, most people outside of the bubble can't handle most without being funded unless they have full parties if that).
I would have to HEAVILY disagree with this. Me and a friend a while back started two new characters for the hell of it. They weren't even level 100 yet and I think I had ONE skill rank 9. We jumped into Randal basic and Duo'd it with maybe two deaths total. Yes, we knew what we were doing, but also we were on MUCH more limited characters, and NO we didn't use OP gear or pet summons. I was using a fucking hachet and a round shield, no light or heavy armor, same for my friends (cept not the shield or hatchet. I think he had fighter and regular melee) and this was before the combat revamp with bash and all that. i also had a regular long bow with like 3 rank C range skills.
We have this problem of putting starter content on this pedestal of "It's hard enough for new players" When it REALLY isn't. There is nothing challenging about Alby normal, Ciar normal, Rundal normal. I was actually caught off guard twice in Rundal normal because I kept forgetting that skeleton wolves have wonky "I might agro you instantly or watch you for a minute or two first" agro. In the basic I forgot to focus archers because I'm so used to them not being a problem in dungeons anymore (and guess what, they still weren't. One of the two deaths was in the boss room because I got waaay to fucking cocky and my buddy ran to the corner and sat down laughing at me.)
One of the main problems with old content is it doesn't mesh well with all these revamps and updates because it is NEVER touched. We continue to get these buffs and more skills to get stats from or destroy weaker content with, but said content never changes from the word go. I am 100% fine with early dungeons not being super ultra hard in the slightest. But the hardest thing about the dungeons atm early game (normal ones) are their bosses, and even then they aren't that bad, and if you're not alone they're just as weak/weaker than the actual dungeon.
Beginner shadow missions and theater missions are a joke as well.
They're all also EXTREMELY BORING because it's just armies of the same damn thing with no change ups. Ever.
This wave into this wave into this wave.
That wave into that wave into that wave.
This orb room might summon this or this.
Times 10-500 and you have a dungeon.
A mission is the same but more streamlined and face paced. (Theater or SM)
The only reason no one does theater missions other than MA is because it's such a pain in the ass to make the damn passes. (Why the hell does sheep shearing mastery not effect those bastards? Why can't we at the very least trade in pages for missions with a slight gold fee or something.) They made a life skill type thing a requirement for doing a combat based thing. I'd run TMs to high hell if I didn't have to gather fucking pages for 2 hours for a chance to run anything that isn't fort (and that's only because no one likes doing that for some reason..)
As for a way to fix the rewards. Make them all essentially equal in the exp and gold department, but with other things.
SMs (which already need a damn rebalance) should be the fastest way (by a small margin) to get exp in multiple bursts of missions but less gold than they do now.
TMs should give much more gold while still giving around the same amount of exp, maybe a tad bit less. Weapons and outfits as rare/very rare drops (as I think they already are)
Dungeons should be long but enjoyable, last a fair bit and still pay out with enough exp and gold to be worth it. Either right there with a SM or TM at the least, while still giving mats for things that you can gather.
Abyss Dungeons should be revamped to give more exp as well and their end chests not give out fucking base level cylinders because some fucking idiot thought that was an okay idea.
Hard mode dungeons should be just harder and longer versions of regular dungeons with a few extra changes to keep them interesting as well as busting their rewards.
Field hunting should give more mats while still being balanced as to not flood the market. Also not every monster on the field should be a weak little speck, even when compared to mid/near end/end game. A lot can be sure, but not every last damn thing >.>; ... Actually a skill set set around hunting things to give archery some more skills would be neat...Hmm..
I also feel like S and R upgrades need a rebalance as well...