Aha you are thinking 1 T1 Monster vs 1 T2 monster.
Lets say we have a hunting spawn with 50 T1 monsters, and a hunting spawn with 50 T2 monsters.
Lets say 50 T1 monsters can support 2 players (with spawn rates).
That would mean the 50 T2 monsters could have 20 players hunting them (with spawn rates).
Plus I actually hate killing 20 monsters in 5 seconds then having to loot every single one. You spend more time looting stuff than actually hunting.
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Druids now have a promotion called Beastmaster where they Shapeshift and it changes how their wands attack depending on what they Shapeshifted into.
For Example, say you shapeshift into a dragon, You now might shoot fireballs, flame-waves and GFBs with your wand.
DISCLAIMER: Anything information I give is subject to change, we do have working shapeshifts right now though.
I suggest instead of having different "tier locations" instead we make it so that the current monsters, where they spawn, they have a % chance to be a tier 1 or 2 version of the monster. This would liven up the hunting spots that are already in a bit, and since the idea isn't to drastically increase the size of the map, this would be overall "better".
Especially for the starting town, Gridwall, players can already hit level 50 within a day, without much of a hassle at all, and more of casual play, rather then "power gaming", so adding in huge hunting areas to what is already there, isn't really going to be helpful, and would throw pacing out of whack.
Instead a few of the locations can be expanded (ie, Bonelord spot), and I wouldn't mind putting some "backtracing" areas to gridwall, which would be hunting deep inside of places that are in Gridwall, but wouldn't be aimed at the 8-50 level range. But thats all up to Heartless.
As far as how I think the tier monsters should work, instead of adding in different areas, instead we would do just add a chance % at the spawn to be a tier 1 or 2, and it would work like this:
Teir 1: Would be a "white skull" verison of the monsters
Example: For the Cyclops, he'd just have higher HP, and some defences and slightly more attack, but wouldn't be totally overwhelming that players that can't kill a cyclops can't kill him, but would take a considerly bit longer to kill, due to higher exp gain, and loot gain.
Teir 2: Would be a "red skull" or a white skull with a shield verison of the monster
Example: A player that can kill a cyclops can still kill this, but it would be considerably longer to do so, and just lengthing the fight would increase the risk of dieing the monster
I'm not even sure of a Teir 2 verison would be needed, but I think incorporating an element of "what will I run into next?" while hunting would be nicer then adding in a different area that is virtually similar of the other one.