It's like the game doesn't want the players to finish the level. In fact, the monsters and traps deal more damage when you go deeper.
thats the point the game, the close players are to the core, the more dangerous get the levels and monsters. whats the point if traps and monsters deal less damage as soon you progress the game? probably you got carried to tier 3 which reading your suggestion its pretty sure you wasnt ready for it.
Aside from being granted more health percentage, the armors and helms should grant health regeneration.
Nope, Nope, Nope. this its an easy way to beat the game, not matter how much time we set for regeneration, players will wait enough time to health themselves, this also break the game, goodbye shadow lair difficulty, goodbye reason to party because if my health get regenerate every time why i would need help anyway? i just need to keep dodging enemies and i will be healed over time passes. health regeneration its a thing that never will happen in this game (besides heart pads) if you so badly want to health choose a seraphynx raise it and use cardiac attack to increase your chances to get hearts.
-The traps must not increase in damage as you go deeper in game and it should also affect monsters as well (because it's so unfair!!!)
thats the reason for they being traps, to punish you, if you wasnt giving enough attention where you was battling then its your fault to step on the trap. also as i stated before, you probably was carried to tier 3 when you wasnt ready for it. then obviously you will get a lot of damage with 0-3 star gear on tier 3.
-There should be mobs consideration when a player goes solo in game, also considering the difficulty level when he's solo and the loots it provides. Monsters in normal difficulty and solo mode should deal less damage. lesser in number, and the loots should also be lesser. When in normal difficulty and they enter in a party then the monsters improve in number and damage.
while this its something to take into consideration also will let players to cheat in some places:
dude1: hey man! im about to reach arena and im going solo so its pretty sure in this depth the trojans wouldnt spawn because im going solo! i send you invite when i reach the box room?
dude2: sure! invite me once you beat the room!.
Also the game have this feature already but in other form: monsters have less health when you go in solo play, monster health increase when the party start to have more players. so pretty much i doubt this will get into the game.
-As for the recipes... WHY THE HELL DO WE NEED A SPECIFIC ALCHEMY THING? It just means normal players that doesn't waste money don't have freedom to choose and make equipments of their choice. Understand this FREEDOM IS EVERYTHING. Buying ENERGY is a CHOICE.
there a lot of players that are F2P and they have tons and tons of 3, 4 , 5 stars alchemy items, also the game its pretty pretty free compared to 2011 where players only have 100 mist energy to use it on 10 floors to play. now you are FREEE, to play many levels you want, so pretty much you are a 1 or 2 stars player. give a try to the game learn more about the game and you will find its pretty pretty nice today to craft stuff (but not leveling them!).
so -1 to any of your ideas
"-The traps must not increase in damage as you go deeper in game and it should also affect monsters as well (because it's so unfair!!!) -There should be mobs consideration when a player goes solo in game, also considering the difficulty level when he's solo and the loots it provides. Monsters in normal difficulty and solo mode should deal less damage. lesser in number, and the loots should also be lesser. When in normal difficulty and they enter in a party then the monsters improve in number and damage.
-As for the recipes... WHY THE HELL DO WE NEED A SPECIFIC ALCHEMY THING? It just means normal players that doesn't waste money don't have freedom to choose and make equipments of their choice. Understand this FREEDOM IS EVERYTHING. Buying ENERGY is a CHOICE."
You must be new.... these suggestions are not good.