(With apologies to Pooh, you are the most prominent 'wall' build that I am aware of; I don't get around much here.)
If someone with a couple hundred attack and similar defense decided to attack a PvP player like Pooh and dumped all their 1000+ stamina into it how much xp would they get? They would be able to 'kill' Pooh if they did (unless he healed up during that time), but this is just a silly artifact of the game as evidenced by the fact that they get essentially nothing out of it.
Now the same person attacks the toughest monster out there. (It doesn't matter what you define as toughest whether it is Keira with her abs and thighs that must be literally made out of some flesh colored steel or Ragnarok who is made of rock and earth.) Somehow, even though they couldn't break through the defenses of any PvP player, they can do massive damage to a monster made completely of rock! It is as if the monster was being brought down by one person wielding a kitchen knife and chopping at rock really fast while other people with canons are only making small holes.
My point is that the skill points are designed for PvP. When monster hunting was introduced they changed the game completely and doing so they made three of the stat useless. (For those who babble about trade-off, my responce is what trade-off? What does high attack give you that high stamina doesn't do better. The answer is only PvP, which is why I am suggestion that monsters be more like PvP.)
There are only a couple ways of fixing this. One can leave it the way it is and don't care as some people get everything too fast then get bored fast and leave. They can try to bandaid things by giving the people who are leveling too fast something new to do. They can fix the xp of monsters to include damage. (This will make xp grow on the order of stat point squared which can be bad if not done properly.) Or they can make the monsters much more like the PvP play.
How do we make Azriel more like Pooh then? The key is that if you don't have enough attack then you do 0 damage and gain no xp.
For example lets say the min attack is 500 for a monster and you have 300 attack and 300 def. This will give you an attack rating of 300 +300*0.7 = 510. If you attacked this monster you would attack as if you had 510-500 = 10 attack points. This is just a number pulled out of my hat only for this example. You will get xp as normal unless you are less then 500 in which case you get zilch, zip and nada. (Allowances can always be made for lower level people not needing this amount.) Tougher monsters should also give more xp/stamina as well, but that probably isn't currently possible without giving the higher level PL too much advantage.
The disadvantage of this is that it significantly changes the monsters and many aspects of the monster will have to be retooled. The advantage is that monsters can be made that are friendly to other types of builds than just PL builds.
Is there really anything wrong with throwing other character builds a bone? (Many of which are quite loyal and content with leveling once a day or once every other day.)
If someone with a couple hundred attack and similar defense decided to attack a PvP player like Pooh and dumped all their 1000+ stamina into it how much xp would they get? They would be able to 'kill' Pooh if they did (unless he healed up during that time), but this is just a silly artifact of the game as evidenced by the fact that they get essentially nothing out of it.
Now the same person attacks the toughest monster out there. (It doesn't matter what you define as toughest whether it is Keira with her abs and thighs that must be literally made out of some flesh colored steel or Ragnarok who is made of rock and earth.) Somehow, even though they couldn't break through the defenses of any PvP player, they can do massive damage to a monster made completely of rock! It is as if the monster was being brought down by one person wielding a kitchen knife and chopping at rock really fast while other people with canons are only making small holes.
My point is that the skill points are designed for PvP. When monster hunting was introduced they changed the game completely and doing so they made three of the stat useless. (For those who babble about trade-off, my responce is what trade-off? What does high attack give you that high stamina doesn't do better. The answer is only PvP, which is why I am suggestion that monsters be more like PvP.)
There are only a couple ways of fixing this. One can leave it the way it is and don't care as some people get everything too fast then get bored fast and leave. They can try to bandaid things by giving the people who are leveling too fast something new to do. They can fix the xp of monsters to include damage. (This will make xp grow on the order of stat point squared which can be bad if not done properly.) Or they can make the monsters much more like the PvP play.
How do we make Azriel more like Pooh then? The key is that if you don't have enough attack then you do 0 damage and gain no xp.
For example lets say the min attack is 500 for a monster and you have 300 attack and 300 def. This will give you an attack rating of 300 +300*0.7 = 510. If you attacked this monster you would attack as if you had 510-500 = 10 attack points. This is just a number pulled out of my hat only for this example. You will get xp as normal unless you are less then 500 in which case you get zilch, zip and nada. (Allowances can always be made for lower level people not needing this amount.) Tougher monsters should also give more xp/stamina as well, but that probably isn't currently possible without giving the higher level PL too much advantage.
The disadvantage of this is that it significantly changes the monsters and many aspects of the monster will have to be retooled. The advantage is that monsters can be made that are friendly to other types of builds than just PL builds.
Is there really anything wrong with throwing other character builds a bone? (Many of which are quite loyal and content with leveling once a day or once every other day.)
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