Per the discussion over in the rage thread, there are some issues with lessers. Here are my observations and some ideas I can think of. Obviously feel free to share your own thoughts on the topic and constructively discuss things, but PLEASE don't get bogged down in individual skill comparisons or criticism or orgs/people. That stuff derails and is not helpful!
- The tapping mechanic promotes a single-room, fortified setup. This innately pits ranged attacks versus digging in and fortifying and heavily highlights the disparity in tether specialties. Darkies will outrange. Lifers will hold down the fort better. It also shoves everyone into one room. This means things like AoE attacks become super potent, lag becomes punishing and combat becomes very blitzy since it ends up being large teams smashing each other.
---- Potential solutions: Tweak lessers to be more like shardfalls in Imperian. Have tapping create nodes throughout the area, or roving spawns of elds. Some sort of adjustment that promotes splitting teams up to get the resources would encourages fights to be smaller scale and reward good tactics and movement and area control and also give newer fighters/noncomms roles they can do other than be meat shields. This would also potentially give room for more sect point gain, since 1v1 fights could break out more easily.
- The unstable area mechanic means that you have a weird situation where the PK mechanics are really right in your face. The enemies right outside the zone are obviously there to fight, but you can't actually attack them. If you get a lust when someone is dancing around, you can technically be issued if they don't have aura. Things like convocation are even wonkier, as that can be used to grab people from the fight into a room of enemies outside the area who don't actually have aura - but you can't attack those enemies preemptively, or counter them with range, and if you rush to save someone convocated, it's an absolute headache to verify who has aura and who doesn't.
----- Potential solutions: I'd say just let us use common sense, but that stuff escalating and being messy is why the whole unstable zone and aura got made in the first place. I don't really have any good ideas for this that wouldn't be even more of a headache.
- Elds are usually saved for the end. This leads to this frustrating situation where teams are still grouped and fighting elds but auras are dropping, but people rush for a last fight anyways. Messy PK cause and stuff for both sides and usually it's kinda a bit of a letdown - we want to keep fighting, you know?
----- Potential solutions: Have elds give aura when you hit them. Have the zone remain unstable until x number of minutes after the lesser is fully extracted.
- The changes to XP encourage rather chaotic and non-tactical fighting. People benefit more from wild attacks that hurt their own team than they do from smart gameplay. This leads to frustration and consequence-free things like suicide rushes. It also means that the people leading - the ones shouldering the most of the work and the stress - are often the ones benefiting the least from the fights. This is tiring and leads to anger and burnout.
----- Potential solutions: Don't reward xp for kill assists on people from your own tether. Give a reduced portion of assist xp regardless of where the person is (dead, at range). Have attacks AGAINST you tag you as assisting in killing a target. Someone who is tanking the entire enemy team IS helping get people killed by actively keeping themselves alive and slowing down the enemies.