"Now, I will be honest. Vet pet mobs were cake. Adding their pet didn't mean squat to me, simply because I can blow a vet out of the water much too fast for its pet's damage to become significant. I can imagine for the level 90ish player who is starting to run 185 BS missions, it might be a different story. Frankly, I say big deal. So some people have to lower the mission ql slider. It was already pretty pathetic how fast I could level a character once they hit the 90s. Considering the xp curve doesn't really start hurting till title 5, at which point a character can blow through vets with ease, I say keep them. Dropping mission ql isn't going to slow down leveling all that much, and I just don't see how any decent title 5+ players in a 6 man team can have a problem with these things."
We arent all level 90 plus characters with 50 alt characters. You whoever, who seems to fit this bill, although its an exageration, dont care because youve been there done that. Alot of us havent. You got to level fast, but you dont think anyone else should be able to? Thats all i really get from this statement. And as to your 6 man team statement. As things are now a 6 man team vs for instance, 3 engineers. Is now fighting 6 mobs. With three of them likely being many times higher than the engineers themselves. Therefore, even the greatest team is going to have their ass handed to them on a plate. Ill even give an example. I just played a solo mission, or rather tried to, it was only about 10 levels above me. I went in, was calming my way through, im an nt, when i came upon an engineer. The pet it spawned hit me for 10 times as much damage as mobs that level do, TEN TIMES. I dont care who is in the group, i dont care how good they are, your dead. Its a major problem whether you can see it or not.
"As far as multiple pet mobs go, I can't sympathize at all. It really takes very little effort to stop from rushing headlong in to a room of three engineers. If you don't know how to pull or seperate mobs, then too bad. *shrug*"
Frankly, i find this statement to be highly suspect considering the level of the character who is posting this info. You know as well as anyone else that there are times you absolutely cant bring only one mob, no matter your skill.
"How to fix? Well, I've been thinking, and to be honest, I only see the lower end of the game that really needs the tweaking. And just setting mob ql=pet ql should help a lot there. Aces/Real Means, and the ql 230+ mobs that cycle their names back to vets :P were already seriously out of whack for risk/xp."
Why, what is the point? Its just adding extra mobs into the mission. Why mess up something that most players thought was fine? Because a few high level players who have been there forever are bored? Sorry, thats not valid, move onto a new game. Some of us found it more than challenging as was, now its just frustrating and therefore, boring.
"Now, about soloing. mob ql=pet ql will help as well. You may have to drop the ql of your mission, but again, big deal. Soloing is never the best for xp anyways. And sadly, Funcom has now officially reversed their stance on being able to solo to 200. They have officially stated that this game is meant to be played as a team. Yea. Sucks. But if they have taken that stance, I don't expect them to really care too much how this affects soloability."
Many classes, like the nt, have to get their items and nanos from missions, so yeah, it is a big deal. Again, just cause youve done it all doesnt mean the rest of us dont want to.