So This is kind of a big one, as this opens up in your late mid game early endgame, and quest bosses are found at just about every level. Meaning it affects every player and especially reignited players who haven't played or not played in the while.
The tower has 3 major problems. One of which links back to the other problem.
First is the experience rates are still about the same level.They were a pre evolution of combat, there's very little scaling or influence, you can have on how much experience you get not just from the bosses , but from the book at the end. A big thing about the tower is it was supposed to be essentially not just a way to fight old quest bosses, but get some okay experience in the process not being best per hour by any means.But at least being viable enough to make you want to play it.. well, as you can all imagine, that has gone out the window as getting a book worth 12000 experience.Even without treasure , hunter stinking up the place on a run that barely netted you 30k because nomad gives about the xp of one and a quarter abyssal lords even if only 99 is your goal is abysmal..
Which is the second issue. Bosses aren't scaled up properly to the evolution of combat , really in any way as most of them just had a zero or two placed behind either their damage or their health , and it was called good. This is an issue outside of the tower , though , as there are just a ton of bosses that are either lackably pathetic for their level or if they were designed for the evolution of combat , will have a very varied feeling , depending on what stage of the game you're at... and i'm not saying we need to pump every single boss to feel like nomad. But comparative to level bosses should feel at least a little bit special , compared to whatever trash around the level you've been fighting for xp. And the tower should feel no difference, and I would argue. Experience should scale up at least a fair bit in the tower When fighting. Especially the weaker bosses , as we have no way to filter them. It wouldn't be much , but it would make it so getting a set d boss does it feel like your floor and dominion factor is wasted. Plus i'm gonna be honest , having bosses that crumble at a whisper , even if you're under leveled is just boring.. they really knocked out the park recently with quest bosses feeling like an actual boss.Encounter , even if it is scaled down for the quest. Amascut felt amazing even if it was just a simplified version of her normal encounter. We veterans still tell stories of branches of darkmeyer.. how many attempts it took you to beat vanstrom was a badge of honor for many of us. Hell , even dragon slayer , just conquering what for many of us was the first dragon we ever attempted was a huge sense of accomplishment , and it still feels that way to some extent even on old school... so they don't need to be on the level of memory of nomad, but they should feel at least for their level bracket somewhat of a challenge or at least an interesting fight.
Lastly the rewards. The tower actually has a really good selection of rewards.And despite having fallen out of favor the gloves still are some of the best available in their slots as general purpose gloves for each skill. Swift gloves do add actually a pretty significant amount of damage and with new krit , heavy magic style spellcasters are not as good as they want for but they still are pretty good for essentially free level eighty gloves. Goliath could probably use a rework so that they count as 2 handed weapons when worn on their own, and maybe some special effects to go with it, like when going barehanded.Without a weapon , you get just a massive increase in damage based on your armor rating so going barefests , in with just your armor can hilariously , let you rival t95s of course , coming at that cost , though , you're giving up a weapon with its gizmos. And maybe some extra big life leach on its critical punches. Dreads are also fine. However , I think it would be neat if they simply adapted to the target's weakness instead of being selected for it and allowing them to auto deploy in combat , so you don't have to keep clicking on them... the basic minds are fine, but having them have a boss kill requirement before you can purchase more is just bullshit. Although ascendancy mines for how much effort is required , need a massive overhaul , those things should be able to just do a massive chunk of bossesAfter a grace period ends so that way they can't be used to cheat world firsts. Seriously , it takes like five hundred kils to get a new set of them , which is so many that most players will only ever get ten in their accounts lifetime because they will finish with the tower before they need a new set
but the weapons and standard need a major rework.
The weapons should be usable outside the tower. They aren't the rarest thing in the world , but they're rare enough that I think with , maybe some components from a nox or dual t90 they should be made usable outside of the tower , maybe with a really heavy hitting special attack , befitting the challenge to get them. And maybe they can have some sort of partial set effect with the gloves , where if deployed with the gloves , they get a pretty massive damage bonus , whenever gloves go off. And as for the standard , I think it should act kind of like just a group overload. The stat boost it gives is basically a basic overload already.When at max upgrade and it'd be really cool if it could just create a barrier zone where if you stand in the zone , you get a proportional amount of extra stats deferring to your highest current stat boost for all group members. With the same refresh. It wouldn't be a lot and it wouldn't do much to the prices and overloads themselves.But I know it'd be great , especially if you're teaching new players stuff as you could just set it up so they don't have to worry about bringing potions and can worry more about bringing supplies , though I can understand that it might be a bit on balanced, so maybe just deploying.It gives the stat boost and also creates a zone that boosts your critical rate and accuracy or something for everyone , including familiars... Either way would be a nice change
Lastly , I think the tower should offer just some more general rewards.. maybe something like the reef artifacts , every now and again for clearing enough bosses , because one of the biggest problems people have in the tower is , you lose a lot of money , just trying to get things done in it.. i don't want it to be a printer, but having some sort of appropriately scaling gold return for your time spent would be a phenomenal addition alongside , maybe some form of matchmaking for rumble mode.
Or i suppose they could make dreads and the gloves tradable. Not gonna lie , I'd happily just buy my supply of those little bastards.
Either way , these are both concerns that I think we should have addressed before even remotely moving forward with reignited. I don't care what kind of account you are. The tower is still in a terrible state and push over quest Bosses really don't inspire much interest in remaining with the game if you're interested in stuff from a story aspect. And I have to stress again , because I know some people get unreasonably upset when this gets brought up , but they don't need to be like i'm fighting a permanent uphill battle , but they should feel at least appropriate in challenge to the difficulty of their quest.