The reason I don't play on TLPs is because 1: the content is stupid easy and 2: it's the same every time basically. So I've got two ideas: 1. shake things up, 2: make it harder
I've always thought the TLPs could be more flavored and modeled after Path of Exile's seasons where every new season things are shaken up a bit with potentially dramatic balancing and one-time / new mechanics. So I'm going to totally ignore this voting in this thread and come up with bullshit instead.
How seasonal flavor translates to EQ I'm not really sure. It's such a fixed game that's hard to quickly adjust, so it'd be up to the devs to come up with ideas that are easy to implement reliably. Ideas could be:
. Adding events that trigger when a named mob would've spawned that spawns some level-appropriate named mob with special and OP loot would be interesting.
. Adding some dramatic one-time change to each class, ex: mages can only summon fire pets but those fire pets are much stronger. Wizards can only cast ice spells, but they are more damaging etc. Some classes, ex, warriors, are so one dimensional early on that you really can't change much.
The other idea that is a TLP extension of the idea I'm pushing in the ToV beta raid forums. That idea is that T3 raids are released with a 100% increase in mob hp / dmg and it decreases by 5% every week. When the first guild kills the boss, that increase is locked until the summer-time or something. So if they kill it with a 30% increase, everyone else has to kill it with the same increase until it gets a scheduled nerf.
For TLP that could be taken much farther and broken up by each zone. As in, when TLP is released all content is 50% harder, and the initial zones reduce by 10% every day. So those orc pawns and snakes in West Freeport will have 50% more hp/dmg on day 1, and on day 2 it'll be 40% etc. The next tier of zones, ex Commonlands, go from 50% to 40% on day 6 of TLP release, and the next tier of zones (whatever they are) go from 50% to 40% on day 11. You might need to have them start higher and reduce the range of mobs you can get xp from (ex, dark blues or whites only), whatever you'd need to do to basically force any competitve players to dig deep on fighting tough mobs to stay on the right side of the leveling curve.
The thing that makes me totally disinterested in TLP is how stupid easy the game is, this would actually make me consider playing on a TLP server just to fight hard content. I bet all the TLP players would hate it
