Hello Jeff,
I will do my best to respond point by point to your ideas. Thank you in advance for taking the time to share them with us. I'll try to approach this from a lens of game design principles which will undoubtedly be mixed in with my own idea of fun.
Jeff Martin wrote: 1) I want to create the "Mythic" level of Difficulty Rating that will take the place of the “Epic” DR. We will make it more difficult than even the current Epic DR, and we will produce “Mythic” Survivor buttons. We will phase out the old Nightmare level Survivor buttons. Thus, you can gain Survivor buttons for playing on either Normal or Mythic DR. So, we will have Non-Lethal, Normal, Nightmare and Mythic DR, but only Normal and Mythic give out Survivor buttons.
There a few points in here so I'll try to isolate them.
Epic being renamed to Mythic: A rename doesn't matter much, however a loss of tiers of difficulty removes the ability to fix the large gaps between the tiers. From my perspective as a player there was a huge gap between hardcore and nightmare. Where we were stuck stumping hardcore for a while before we could reliably get to room 7 on nightmare. From my perspective of a volunteer, many of our nightmare groups are actually geared towards epic and just stomp through nightmare cause they want their pins. There is an opportunity to have a more gradual difficulty ramp with a new difficulty to alleviate this problem
In short, no problem with this in a vacuum, but we do miss a chance to fix an existing problem.
No nightmare survivor buttons: This is gonna get to some game psychology. While still obtainable, this will be viewed as taking away a thing players previously had access to. You have raised the tier for an existing reward in a collectable game, which means this could be seen as a greedy grab to force more investment. (This is not saying this is mind you, I am just parroting player perceptions I've seen in TCG circles). Additionally, its shifting the reward structure to not reward partial investment in the game, which is something I personally find dissatisfying.
I'd advise keeping the nightmare survivor pins as is, especially since its a mid tier reward for going partway up the collector's ladder.
Mythic Survivor Reward: This is a good idea, but I think it should be different than Nightmare's. It should be special, simple, and most of all,
feel mythic! I suggest two things:
One, the mythic survivor reward should be given to all players of a successful run (final room puzzle solved or final boss defeated). This will reward team play and heroic sacrifices. Plus Mythic play has to be a planned group, and getting a second shot would be very hard in an event.
Two, the mythic survivor reward should be a unique marble backed token (or other unique color). This token should NO stat effects, it should be a reward like the "thank you" token. Each year should end with a special transmutes that use the Mythic Survivor Tokens. My idea right now there is 3 transmutes.
These give no stat bonuses
1 Mythic Survivor: = Status token "Warrior of Cravenwood"
(Half Events)x Mythic Survivor Token = Status token "Guardian of Cravenwood"
(All events)x Mythic Survivor Token = Status token "Hero of Cravenwood"
This gives a new tier to chase, keeps the manufacturing simple and gives us something cool to put in the level 10 medallion.
Jeff Martin wrote: 2) The Mythic tokens (which can only be made with Mythic Transmuter tokens gained with a Safehold I token) should not be class-specific tokens as we already have some at the Neck-slot. Let’s make these more applicable to multiple classes.
No issues here, this is a good idea IMO.
Jeff Martin wrote: 3) The powers of the Mythic tokens should roughly double those powers of Legendary tokens, but they should cost about 50% more than a 2025 Legendary due to the big cost to make a Safehold I token. Let’s make the recipes the exact same for all Mythic tokens (except the Coin of Wealth).
Jeff Martin wrote: 4) The recipes for the Mythic tokens should be much like other Transmute tokens – using the standard Trade tokens. The only new thing I want to introduce to the whole Trade program is a 100,000 GP Bar that will be used in all Mythic token recipes.
Nothing big here, however 100K is 4x 2025 legendary cost. Consider 50k GP Bar to keep in line with your vision. Otherwise all the 50% increase will be absorbed in GP costs alone.
Jeff Martin wrote: 5) While it would be neat to create new characters and new powers/spells, we need to keep it simple. Maybe we can emphasize something new like “Damage Limiting” where a monster will only take 100 points of damage in a round no matter what – unless the attacker has a certain Charm to allow her damage to count beyond the 100-point limit? Whatever new we can add some be somewhat simple to implement.
I'll not mince words here. Damage limiting players is a bad idea and you will have a ton of backlash for it. I fully recommend reading this study on World of Warcrafts "Rested" mechanic.
www.psychologyofgames.com/2010/03/framing-and-world-of-warcrafts-rest-system/
In short though, if a mechanic reduces players effectiveness for not having something they will resent it. If I have the tokens to do 100 damage now, and tomorrow I can't I will feel ripped off. If you want damage levels at certain play styles, this would be better handled as "All focus bonuses are multiplied by 1.5x". This is effectively the same way to gate damage, but instead is phrased as a reward instead of a punishment.
Secondly, despite my above suggestion I personally don't find just stat bonuses on Mythic items to be terribly exciting.
Instead, I suggest Mythic tokens be a capstone ability. They should offer a horizontal expansion of player. Each token should grant a new ability or power. It should be generic to be used by all classes. This makes them exciting to obtain. Rather than number go up, they give us something new to do.
Examples of powers:
Increase Crit Range of all Attacks by 1
?/Adventure: Restore 1 use of a X/Adventure Ability
?/Adventure: Increase degree of success of an attack by 1 (Failure -> Success, Success -> Critical)
Jeff Martin wrote: 6) The Coin of Wealth will likely be the only thing some Safehold I owners will make. That token should probably cost more than the other Mythics…maybe 2-3 times a 2025 Legendary.
Personal comment: The extreme planned costs would have me struggle to justify ever making this. I don't like it being a high cost because I may never get it. Thus, it being cheaper would make me happier. But not all things need to be
Alternative Cost Comment: I would be much more okay if the exclusivity of these came from the aforementioned Mythic crafting ingredient you got for doing mythic runs. I thought that was a neat enough idea at least in theory. Though I don't think most folks felt as keen towards it as I was.
Jeff Martin wrote: 7) The Mythic tokens should not be difficult to understand and implement. How to make them needs to be an easy and natural extension of the whole Transmute program.
No comment, makes sense if you no longer what to give out mythic materials for completing mythic adventures.
Jeff Martin wrote: 8) We should design ALL Mythic tokens this year, and promise not to make any new ones in the future. That way folks can make informed decisions about what to make, and they don’t have to worry about new cooler Mythic tokens showing up later. The recipes will be fixed, too. Let’s make 12 Mythic tokens – and none of which will be class-specific. They can be targeted toward Melee, Spells, Powers, Ranged, etc. – or grant powers like overcoming the “Damage Limiting” power mentioned above.
I think you should avoid ironclad phrasing of "There will never be any more" as that will just lead to a lot of quote texts if the nature of the game were to ever change in the future. Honestly, I just agree with Hayward's concerns overall. However if you feel this must be done (though I strongly advise against even this) consider using "No new Mythic tokens will be printed for X years"
Also if you're only designing 12 I truly do want to bring this back to "Capstone" ability tokens. Also I want to bring up the idea if we do "capstone" ability tokens we could even consider only allowing someone to equip 1 of them. The final piece of your build to truly bring it home. If you're not gonna hard limit the token creation to 12, then you can ignore this and I'll come up with token ideas