Ok cool trip report from today:
Ranged - is still cool, damage increase is great, pneuma renders it fairly useless but with arrow repel/fiber its actually amusing.
Melee - boring, doesnt really do much of anything, safety wall just crushes it.
Caster - Its atk is mixed up with the MVP and hits way too hard, but otherwise still a fun monster.
MVP - Didnt really bother to test it, it's hard to clear out enough other stuff to be safe enough to try it. From other tests I feel that this is going to need a bit of work to make it feel like a real MVP.
In general the health pools are a bit high, initially I suggested they start of reasonably high to combat Fisting, however I think after playing around with them it may just encourage fisting. Anything over 250-300k health is just punishing anything that isnt a Champ and right now there's no way anyone would kill anything in there with anything but a Champ. You can look at toying with def/mdef/vit to balance the three monsters out vs their health but to start with I'd look at changing melee to 300-350k, ranged a small drop to 250-260k and the caster should be ok at 200k for now. To go with the health decrease you can look at increasing mdef 5-10 each for those two to offset the extra kill speed that would give Wizards.
The melee still doesnt do much, partially because its attackspeed is so low and SW will just cheese through it. You'd want to increase it to probably 170ish and give it something that can piece Safety Wall because right now they just stand around doing nothing it seems like.
In general the damage increases seem reasonable, they get scary in larger numbers and they take long enough to die that any additional ones can be really annoying to deal with. We were killing with Wizard and no Phen meant the Wizard wasnt able to tank both a Ranged/Melee at the same time.
Also we got a White Potion Box while down there, I dont think these are a good idea. Right now White Potions are the only thing people actually spend any zeny on and it's nice to have a proper zeny sink. You could replace them with Empty Bottle boxes (and fix the bottle merchant so people cant bug it out anymore).
Edit: I have like 10 minutes to kill so I'll write some words about the MVP for people to think about. So there's a few ways it can be designed, it can be a fairly easy thing, medium health (~1-2m hp) moderately threatening abilities with the possibility of wiping an unprepared group with moderate-low drop chances for its loot or something more powerful. I'd definitely lean on making it easier, with a short respawn and lower drop rates allowing more people to get involved and have an opportunity to kill it.
Right now it doesnt have a very scary arsenal of abilities and the scariest thing I've seen from it is its autoattacks. It also currently seems to be on passive or have a very short vision range so you can just run away and it'll stop chasing. You can use the Wounded Morroc system where something new happens every x% of health, dont do something like EQ that's fairly overdone, but something like the Bio3 MVPs and have it spawn additional adds to upset the flow of things or use hells power (cant resurrect).
I'm not entirely sure if you want to keep the caster/MVP both with longer than 1-2 attack ranges, right now you can block damage from three of the four mobs down there with Pneuma. The caster does sit around casting a lot of things which is nice and means it's not a big deal, but the MVP having a range like that may cause issues if it's not using skills in a similar sort of way to the caster.
Edited by Themes, 15 October 2015 - 08:15 PM.