I believe if this is implemented there needs to be a bit of a rework on mob abilities, for example if we are going to have hunters and death penalty gets revamped (Not 100% but slightly lowered? idk) then the cuttle explosions will be almost impossible to stay alive in. Even with max defenses some players die (the knock back on some bombs are super annoying and if I dare say you just ragdoll around until you die on higher level waves). We cannot just spec into tank to maybe survive, there should be a specified healing roll and dps roll in hunts which you have outlined in skills.
Bombs now just are scattered around wherever the cuttle is floating above, not specifically targeted at anyone, even if it were attacking a player it tries to throw bombs above said player but the bombs itself go almost everywhere. The AOE range is enormous for the aggro of one person. The entire team could potentially be wiped out in the explosion, defensive skills or not.
my ideas are as follows:
Death penalty specifications:
meteor participation could trigger as an aura around the meteor, if you enter you get a death penalty status which increases the penalty to the loss of durability on equipped weapons/grapples. This can also decrease your endurance’s or attack/dps skills. (by an increment of 1%, then 5%, then 10%, then 25% to a max of a 60% debuff loss to stats) this way it gives you a few times to die, but the more you do the harder it takes to complete in time. The 60% debuff is still doable even if its a 50% max then it would only slow the hunts down. Thus making the meteors time based for rewards would make sense, especially if he meteor penalty is a threat to completing it on time. I feel the durability penalty should be each death is equal to 10% of your items full durability (So you have a few chances of dying before your items break, I believe 10 is fair).
Aggressive Mobs Aggro
Aggro is very random, I understand the threat level skills arent exactly working right now however if one specs into one of the specs that lower threat. Attacks not specifically aimed at you should decrease the likely hood of getting attacked by random spitter bombs, wildstock clearly not trying to ram you, or attacks that are directed at you.
Diggers, tower makers, healers, etc need to not worry about random cross fire when doing their respected jobs, a healer cannot indicate the health of the tank in a fog of explosions. I feel that if you spec into a healing specific skill or two you should be able to trigger healthbars of certain people that you are supposed to keep alive. I also think it’s unfair if the healer needs to run into a field of bombs not entirely aimed at them in order to heal others.
To remedy this, either healing needs to be very long range, or healing spec skills should lower the chance of being hit by non aggroed attacks such as bombs not aimed or meant for them. If you ever saw a level 5 meteor it’s almost impossible to ‘get good’ and dodge that war zone of bombs after all. The healer class will feel almost useless, they also should get exp if the people they heal get a kill as I am sure healers primary focus will be healing instead of tagging enemies.
Diggers should get exp with creatures killed within the blocks they dug out, and the same with people who build towers. Players who kill from the towers or even tag from towers should give exp to the people who built towers. This encourages class diversity and participation.
Tanks should get exp if a creature who aggroed them died while still aggroed the them. etc.
Reboot should fully heal the player and negate durability damage. (As the time limit on reboot is apparently super long (?) if you level it up it could become stronger (aoe etc)
as someone else had specified the time reward bonus is a great idea, encouraging fast kills and discouraging people bringing in lower level toons for exp and loot. Much like other mmos, no one wants a level 1 in a level 50 dungeon.
also as someone else specified respawning at the nearest settlement will also resolve the issue of players just popping out and trying again upon death.