I didn't see any mention of pets and balance..... but maybe that's me....
I thought we looked at this sort of balance before but they called it something else then.... Don't recall what that was...
At any rate.... I think it's alright....
Think you may be discussing proficiencies, a diminishing return idea originally suggested (I believe) by MR Tact, before he left.
I think we need a good balance pass, call it what you want to call it, and then leave well enough alone! We keep running the cycle, stronger higher damage items...Then monsters take a HP boost to keep em from being too easy...Peeps yell about it, so newer stronger better items are brought in, to offset it, stronger monsters are introduced...
It can be a neverending ridiculous cycle. Thats why on some shards, the Crimson Dragons are still freely wandering towns. There no reward for killing the monstrously overpowered thing, so why bother?
The roleplay of it, sure, that's one reason to do it, but after a couple of months, that makes no sense either, to the roleplayers...
Introduce Proficiencies if you want, and then leave stuff alone for quite a while. Fix stuff like treasure hunting, fishing, tinkering, etc. Bring back crafters and crafting, but not in the way most people think they should.
Insurance, should be scaled back, 8 items per char max...in six months, drop it to seven, and so forth, down to a bottom of about 3 items. Peeps can leave the uber stuff at home then and hunt and fight in easily replaceable crafted gear...kinda like how it used to be
People are already hoarding items for SA to unravel. I am afraid it's gonna totally mess things up. Better be careful how many mods are allowed on an item, or yet another cycle will begin.
It is gonna be real interesting to see how this all plays out
Now, back on topic
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