LiveJournalist who got to speak with Statesman at GenCon as to the basis for some of the I5 changes:
What he explained to me is that he doesn’t want teams or individuals rushing through the mission maps recklessly. He wants people to stop and think and discuss and figure out strategy. He doesn’t want this to be a mindless game of beat up on things that an 8 year old could play, but rather a thinking person’s game.
He is as frustrated with I am with the way most teams play of just plowing on through and not thinking. I explained to him that this is my problem with playing on large teams, and as a result I die more than when I solo and take my time going through missions. He said that this is the reason he’s making these changes, to make people slow down and think.
One fellow said, “But I like to take on mobs solo on Unyielding.” Statesman chuckled and said, “Well, you won’t be able to do that.” The guy (in his late teens, kid to me) shrugged and walked away.
I agree with Statesman on that, that would be unreasonable and make the rest of a team unnecessary if you could. solo on Unyielding or Invincible. Tenacious, he agreed, would be doable.
To compensate, the mobs will be more spread out and not as bunched up. Also, higher XP.
It sounds good in theory. I have been feeling like, really, in most missions I’m on the actual risk factor is really low if you simply don’t make egregious mistakes. People can die, yes — but most often when it happens it’s because of a yo-yo move regarding drawing aggro or not having a toggle up. If you have the basics down, you usually (at least in most of the battles I’m in) don’t have to do anything particularly smart, just not do anything particularly dumb. March in, do the preferred tactic you’ve used in the last several dozen encounters, bad guys go down. Lather, rinse, repeat.
And I’m not sure that’s a good thing.
So … if you make groups a bit harder, and a bit more varied (in size and composition), and space them out more, and make them worth more (and, on missions, make debt less) … you may be making the game harder. If you have to stop and chat for a couple of seconds before charging into the next group with any more than a hurried “Ready,” that might encourage more experimentation, and better gameplaying experience.
Or, put another way, blowing through the bad guys over and over again can be fun, but it can get boring. But you’d best not reduce the overall “experience per hour,” otherwise folks will feel like they’ve become less effective. Increasing XP (and reducing XP debt) sounds like a good way to compensate.
I hope.