I think the first part of this is where you and I disagree. To me the problem is this: "the moment you have the immunity, the only way to implement challenge is by increasing hitpoints and the base saves."YYA wrote: ↑Mon Sep 06, 2021 12:16 pm And once again, you fight a thousand Wyverns, you fight a thousand Basilisks, and you will die unless you have the appropriate immunity, and the moment you have the immunity, the only way to implement challenge is by increasing hitpoints and the base saves. Thus, there is a mechanical incentive to make characters that have as many immunities as possible, in addition to either being able to overcome high saves or hit pools, and these build abilities do not vanish when these players participate in Dungeon Master events. Thus in order for a Dungeon Master to provide challenge, the big bad bosses get either inflated to high heaves with immunity to everything, or they just evaporate in a round or two. Thus when it comes to role-play gimmick builds, they struggle with most of the current server content, and should combat arise in a Dungeon Master event, well, they are not going to do great there either. And personally, back when the Dreadmaster of Bane was added, I thought long and hard about creating such a character, and I gave up on the almost right away. I was not looking forward to discover the exact percentage of enemies that are immune to mind affecting, simply to nerf Hold and Dominate Monster spells, and I was not looking forward to encountering other players as every Harry, Tom, and Nick has their Fear immunity from one source or another, which would leave no other avenue outside of specifically requested DM events for a Dreadmaster to actually spread dread. I suppose the Helmed Horror Cohort will be okay when slaying trolls, when it is fully buffed up as a cleric.
Increasing saves and HP is one way to make for longer lasting encounters but not necessarily tougher ones. Suppose with said Wyvrens or Basalisks they had a higher AC and AB. So that it isn't so easy for a tank-like character to pretty much ignore regular attacks outside of crits. I watched a druid with protection from petrification run circles outside of Durlag's, get all the basalisks in the area chasing him, then just beat them down as they surrounded him missing on everything but crits. And this was a CR appropriate areas for him, 50xp a pop per kill. If those attacks landed more regularly they would be dangerous outside of just petrification. Same for Wyvrens.
I think that increasing HP and saves on some creatures is a way to increase their challenge, but doing it for pretty much everything without adjusting other aspects of their sheet does not do much to increase the challenge.
It also favors certain builds like tanks with steadfast, while invalidating enchantments and most evocations. A tightly gathered group of basalisks should be mostly decimated by a fireball from a wizard of the appropriate level, but the way the game is designed that fireball will hardly damage them because of HP and saves.
Changing the meta would make it more difficult for certain builds to solo, but it would also allow for a wider variety of builds to meaningfully contribute during a fight. To me increasing the playability of a wider variety of builds contributes to the diversity of RP on the server in a way that I think 'easy mode' does not. Suppose you get to 30 on 'easy mode,' what then? If you run around with a regular group doing regular content there's still only a few builds that contribute anything. You're still hanging out in the back line of DM events because you can only handle easy content.
We just had a summer of ultimate easy mode with the 100% RCR period. I do not have access to character build stats but I'd wager overwhelmingly builds got stronger vs the current content, not weaker. Not to mention even without RCR you could still get to 30 just hanging around the campfire if you are not built for combat.