Apologies for the long post.
tl;dr: Either bring back the swarms to a compromise level like 6 per room being seen regularly (as opposed to the 15+ that were becoming common) or we just lost the only good "real" capped hunting. (Bandits don't count.)
And now the long-winded explanation...
I thought the Sanctum was some of the most genius hunting design in the game and explained why two weeks ago:
http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Character%20Creation,%20Stats,%20and%20Skills/view/484For me, the design intricacy was inseparable from the swarms. The Sanctum enemies felt like they were their own team of characters, creating their own synergies and playing off one another's abilities.
I'd actually disagree with the idea that the Sanctum was ever "challenging"; it was usually either pretty painless or nearly impossible, depending on the profession. Rather than challenging, I'd say it was
engaging because of the blend of fodder enemies, more challenging ones, the looming threat of FOF, myriad abilities to watch out for (lurk poison, snakes, Powersink, dispels), and simply feeling unlike any other capped hunting ground.
And in the absence of its swarms, there are now no capped hunting grounds I enjoy. All of them are either a slow, boring slog or an exercise in annoyance. (I'll admit I've never tried Nelemar outside the test server, but since almost everyone says it's the easiest and most scripted capped hunting, I assume it's in the "slow, boring slog" category.)
I do understand why people who play only one profession hated the massive swarms. There were many times I wanted to ragequit my cleric when I tried hunting solo--and this happened in every era of the Sanctum, not just the most recent months. The era when the Sanctum was new and I never ran into more than 6 or so enemies at peak. The era when enchanting potions could be infused with mana and wizards started flocking over. The era when enchanting essence had just been finalized. The era of multiple hunting parties of 3 or more.
At every turn, no matter how driven I was, no matter how hard I grinded,
just when I felt that I could have thrived in the previous era, the Sanctum cranked up even further and went beyond my cleric's reach. The cleric survey, in fact, was born partly out of the combination of disappointment and frustration I felt over and over.
So yeah, I get it. I've been there with rage and hate for the Sanctum. (On my cleric, at least.)
But to that I say two things:
A - My wizard and bard and empath adored the Sanctum. No hunting ground is going to be equally enjoyable for every profession.
B - What's even worse than rage and hate, never mind worse than a love-it-or-hate dichotomy, is ambivalence. And that's what I feel now. It's true I couldn't survive a room of 20 enemies (usually), but it's equally true that I didn't even bother stopping in a room for less than 4 enemies and ideally tried to chase down 8 or more. Like I said earlier, the dynamics between enemies were what kept things interesting. And now it's not there.
All that said, let's look at the reasons for this change...
1) its spawn rates were unintentionally set up improperly compared to other hunting areas, we initially left them in place until it was clearly causing the other issues below: |
2) it caused performance issues. |
3) it became completely unhuntable by many professions who don't have as reliable AoE attacks. |
4) it trivialized the hunting experience for those who do have reliable AoE attacks by taking only seconds to hunt. |
5) it led to orders of magnitude more silver gain than other hunting areas for specifically those characters with strong AoE. |
6) it was considered the hardest hunting area when it was not designed to be that way. The Scatter is meant to be our current capstone hunting area as is reflected by the creature levels. |
#1 - I'm writing this off as a happy accident (well, happy for some professions).
#2 - Here's a good reason why the days of 25 enemies per room can't come back. The question to me is if we can get to a compromise point of, say, 6-8 enemies per room. Every profession has at least one way to hit 6 enemies with enough training, so in that range, no one could claim it's unhuntable; at best they could say they don't have enough exp to hunt it
yet, or that other professions do it better. Which brings us to #3...
#3 - This to me isn't a reason to tone down a hunting ground (at least not to the degree of the current Sanctum), but if anything to elevate the professions who can't handle the swarms. Improved AoE skill trees are something I'd been hoping for from post-cap, even long before ascension was announced. Honestly, probably the most disheartening aspect to me in all of this is the question of whether swarms are being written off as a viable method of balance. Which brings us to #4...
#4 - I don't think this is a problem in and of itself, but only becomes one when #5 is in the picture. More on that in a second. For now, what hunting experience
isn't trivialized with enough post-cap exp? Like I said earlier, I'm not even in the camp saying that the Sanctum was ever challenging
per se, but it was definitely less trivial than other capped hunting besides the south Scatter.
The most trivial hunting in my eyes is whenever I only have to fight 1-3 enemies at a time--and I don't see how that could possibly be any other way. There has to be a chaotic, dynamic element that merits paying attention to, or else it's mindless enough to ask the question: why not just script hunt? And, of course, many people
do script hunt... but where do they flock to? To me it looks like it's usually the slow hunting grounds. Makes sense to me, because the slower the hunting ground is, the more of an efficiency advantage the script probably has over manually playing.
#5 - Is there really no way to fix the silver generation issue while keeping a relatively swarmier area than other capped hunting? If not, that strikes me as a huge problem and something that should be looked into. Maybe a way to artificially add pressure to the loot? Or turn off boxes on one of the enemies and turn off gems on another of the enemies, perhaps?
#6 - I kind of already touched on this, but I don't think it was the "hardest" hunting ground so much as polarized between those who stood no chance and those who steamrolled it. See what I said for #3; to me that's a reason to bring other professions' AoE abilities up.