But the skills that they use are similar enough to lump them in. The only reason the Does are separate is because of the stun that they do - so we wanted to offer stun resist, which would be useless against the stags/elks.Can you separate elk and stags? They are pretty distinct in what they drop and where they spawn.
While I don't entirely dislike the idea - it's not flexible enough for the future of the game. Tying each mob type to one stat is very limiting in that if we want to introduce new mob types in the future then there will eventually be an overlap, which in turn will lead to power issues and certain meta games that we don't really want to encourage. And moving the stat from one creature to another is not a viable solution in my opinion and creates inconsistencies (i.e. why do some mobs count for the hunting log while others do not? I'm at 1500 frogs and suddenly the kill target for that stat changed because they introduced a new creature?). This would also shift the player's choice from "which stat do I want to take" to "which creature do I want to kill". And in my opinion would be very limiting to players working to min/max their character. For example - we could put one of the more desirable stats on the most hated creature and now players have to kill thousands of a creature they don't enjoy fighting to achieve that "must have" global benefit.1) Remove the final two tiers and have it cap at 2000. This provides room for 3 stat and 4 titles rewards.
2) One to One ratio of stat to mob type. There are currently 30 stats in your character screen. Tie one of them to each mob type. If there are more interesting mob types coming in the future, I would remove some of the more obscure mob types like frogs. I haven't fought a frog since level 20.
3) Make the stats permanently passive on your character forever. With reducing to 3 stat rewards you can make more useful stats like 1h rewards be 1, 1, 2. A total of 4 weapon dmg is a bump but not game breaking. Haste could be 1,2,2. Resists could be 1, 2, 3. Etc. This is like having an augment on...something most players do not maximize anyway.
I get the sense that this is an issue because we were not tracking any of your kills up until this point. If this were in place back at launch would having minor stat perks against specific creatures be such a bad thing?The hunting log only providing stats against the specific mob makes it entirely worthless/trivial and entirely removes any/all drive to even engage in that system.
I just went from being excited to have new grind goals/ways to improve my character to now being massively disappointed and feeling like it's wasted dev time....
Hopefully this gets changed before making it to live.
The hunting log was never meant to act as an alternate-advancement system to bring back old players for "the grind". The initial conception was mini-achievements for folks who killed a lot of creatures. We thought it would be a bit more interesting if we expanded that functionality to allow the player to make some choices along the way rather than just giving everyone the same thing. Then we thought we could add a bit more interest by offering minor stat perks along with titles - the main inspiration here was something like the bear who stuns, or the bats who confuse; thematically we really liked the idea of "I have killed a ton of bears so I am more resistant to their dazes" etc.