In my perspective, there’s a noticeable gap in gear quality which could be addressed by slightly enhancing the items sold to the collector.

Moreover, I’ve observed some tweaks made to normal modes, yet high roller mode seems neglected. This concern was reiterated by the renowned wizard, KenKnobi, who explicitly expressed his preference for normal lobbies over high roller due to the latter’s unbalanced nature. The pacing of the circle, heightened enemy difficulty, and intensified battles, coupled with the frequent occurrence of third-party engagements as players vie for portal access within the central circle, make high roller mode less appealing. This dilemma could be rectified by rendering high roller more enticing in terms of rewards, thereby attracting more well-equipped players. Presently, the high roller incentives are not proportionate to the risks, unless one is solely fixated on the leaderboard.

Moreover, the satisfaction of venturing into normal modes without apprehension stems from the high likelihood of being the most adeptly equipped team within the lobby. This underlying issue forms the nucleus of gear-related grievances.

Upon observation, players possessing high-tier gear partake in normal mode primarily due to its profitability. For every immensely skilled player intentionally joining normal lobbies for dominance, there are nine who enter to pursue boss encounters, mining expeditions, or to circumvent high roller mode. To this end, I present a few proposed actions:

1, Eliminate Ruby Spawns from Normal Mode: Particularly in goblin caves, ruby spawns constitute the primary catalyst for seasoned players to venture into solo caves, while also contributing to the surge in high-level activity within crypts. Given the absence of incentives to partake in high roller mode for ruby farming, this aspect becomes one of the simplest yet most lucrative means of wealth accumulation. By expunging ruby spawns from normal modes, this inflow of skilled players would be mitigated. Cobalt spawns could remain, albeit at a diminished frequency.

2, Revise or Omit Boss Encounters in Normal Modes: The allure of boss loot in normal mode is undeniable, and it lacks the challenges and risks characteristic of high roller mode. Such encounters often incite acts of aggression in crypts, where participants opt to eliminate rivals to secure uncontested access to lucrative boss battles. Additionally, normal mode boss encounters serve as prime training grounds for high roller mode. Hence, I suggest recalibrating boss attributes—either through reducing their loot and capabilities, thus lessening the appeal of these encounters, or eliminating them altogether from normal modes. Alternatively, novel boss battles with distinct mechanics and lesser rewards could be introduced to cater specifically to normal mode.

3, Introduce an Intermediate Game Mode: While a novice-oriented queue isn’t essential, there appears to be a need for a mode that bridges the gap between current normal and high roller modes. High roller mode presents a substantial escalation in difficulty, yet its rewards may not justify the risk for players who don’t possess overwhelming strength. By implementing the adjustments outlined above, a variation of the map could be introduced, requiring a minimum gear threshold for entry. This would ensure that PvP remains a formidable challenge. A purposeful distinction between this new mode and high roller mode would permit more experienced players to migrate towards it while still allowing well-geared individuals to engage in normal modes. Subsequently, high roller mode could be tailored to cater exclusively to powerful players with exceptional loot to warrant the heightened difficulty.

Balancing Dark and Darker’s gear dynamics and game modes could potentially invigorate the experience, you need more Dark and Darker Gold too, making it more engaging and inclusive for players across the spectrum.