Thank you, thank you, thank you.
communication like this post is absolutely crucial to clearing up a lot of the underlying issues. I can't speak much for the player toxicity as I primarily stay away from pk, never started a discord account for this very reason, and stay away from certain groups entirely bc I know am I easily drawn into the bs and don't actually want anything to do with it. The few times I've hashed it out on forums even, i've discovered that many players don't actually want to be confronted with their issues and just want something to fight about, so I've taken to minding my own business and tending my corner of the world. Even when trying to stay away from it though, I get caught in passing from time to time, and it leaves a very foul taste in my mouth, where I would certainly have quit if i wasn't so thoroughly addicted to my fast-paced text.
As far as PVE behavior goes I think that 95% of the problem will go away with more communication. I have witnessed dozens of smobs and techniques get nerfed, very likely directly related to my farming. Not once have I ever been approached by an immortal (at least on an immortal account), to give warnings or say that something was not intended, or to ask input. Almost every question I put forth was met with silence or derision, most commonly "if its easier than intended, than its a bug" which begs the question "how easy it intended to be?" and this post is the first insight I have seen towards that answer.
We all have different opinions on what should or should not be allowed, in my mind stabbing someone who got disengaged from a bash is clear abuse, when the person clearly knows you are there and watching for it, flee-hitting an smob with a flail so that you get the free hit on all mobs in the room but only get hit by one, is clearly abuse, but both of these things have been ok'd and so without further guidelines on what is acceptable and what is not, then i use them as benchmarks for what is abuse and what is not, projectiles I had felt were fairly balanced given their higher difficulty to use, the higher difficulty to gather in numbers, and the costs of failure if you are hit in pk or fail a hit either because of bad flees or pk, and have to leave 30+ projectiles in an smobs inventory. Had an immortal simply sent a tell saying that this was not intended, I would have left it alone, instead of having 4+ nerfs to projectile use in smobs that immortals were likely trying to use as hints, and I was simply taking it as fine-tuning the balance. Still no idea if i read it right or not, nor will I ever unless we get more back and forth discussion on what is or is not "intended" for smobs.
The Morgase case posted is truly a perfect example. There was no way for Feneon to know that we had 2-3 very new players with us that we had been teaching the game and this was literally our first stop on our very first cityhead run with them. He did not know that these players literally started a seanchan character to be involved in our group activities. We had no way to know how far the unknown immortal was going to go, and we are well aware that even well intentioned changes to very finely balanced situations can go very bad, very fast behind doors with a ton of enemy mobs, especially if any player comes in (having myself had a parrot following me around a few times telling me where pk was, I was a bit paranoid, especially when unknown factors are happening in a room that is stronger than our group even without any other players there). This kind of imm involvment in a city raid is expected and a lot of fun when you willingly join in on it, knowing its going to be there - different story entirely when the capstone achievement of a new players training gets robbed by unknown factors potentially getting the entire group killed by an invisible person that can do anything he wants and looted by whoever comes along. The entire thing could have been solved by a quick discussion, but the clear block PAIRED WITH THE LACK OF COMMUNICATION ruined the experience. It's fine to hold the opinion that blind was not intended for cityheads, but when the reasons for actions are not stated, prays are ignored, and action is taken to block things, then there is no way to tell whether the action for personal reasons, if its because the cityhead was being hit in general, if the immortal is bored, or if the tactic that has been used and allowed since the mud opened is suddenly not intended for cityheads. Would you ground your child without telling him what he did was wrong? Its the same issue here.
I have stated before and will state here publicly that I am happy to work with immortals on balance issues, in the three years I have been playing I have killed many thousands of smobs across my alts, most of them solo, and have solo'd over 90% of the smobs on the game if you don't count cityheads, most of them using multiple different setups and classes, so I have a LOT of information and insight about what changes will have what impact, all you need to do is ask.
In terms of smob rewards I think the balance is already very far in favor of the group dynamic, I see MUCH better rewards getting a share of iomm/jafar loot in a 3 hour run than i get from smobbing solo for 2 days straight. I dont think that top tier smobs need to change more and that any increase would lead to a glut in top-tier gear that would not be good for the mud, I think that the average load on soloable/easy smobs is much lower but I think that their loads should be much more consistent. For instance, the load on hobrion dusque is crap, but it has a distinct advantage to knowing that I will ALWAYS get a set of full leather gauntlets. the shady lapidary or the shifty ogier outside of najdeer are horrible loads but its something that I know i can always get abs gauntlets from. That certainty increases the value of those mobs by 10x because I know where i can go if i need to complete a set for a backup or for a friend. I feel that if most of the easy smobs or soloable stuff has that type of load then it adds value to them, even if its not as good as a jafar or iomm trip, and i know i wont get anything crazy good from it, if i know i can hit x y and z smobs and piece together a full set from them than that makes it worth it hitting much more than if i can get twice as much loot but im gonna keep smobbing for 10 hours trying to find the last piece i need on a % load. In summary, I think that hard smobs should maintain the better rewards they have but have that higher variability on what it drops that they currently have, but nearly all easy smobs should have one or two pieces that they always drop so that there is a reason to hit those smobs (when u need the corresponding piece of equipment).