Hello all, I wanted to make this post about how the difficulty scaling for the rare wood mobs is kind of wonky, but also address some patterns in PvE that I believe could be enhanced. First things first, I made a video comparing the time, damage, and overall difficulty of the first 3 tiers of wood mobs. It's clear that the Titan needs to be changed a bit and I'll talk about how that can be done. TL;DR: Titans are harder and take longer to farm than the next tiered mob, when you need twice the materials to craft staffs and bows, which makes no sense. They should be easier than Jotunns. For years, most players have preferred fast staves over any other kind of staff. That led to us having around 2 or 3 viable staffs such as Blackbolts, cobra staffs, and possibly Sarracenias and Boomsticks. With the introduction of a r60 staff, this "either or" was cut a bit, but if we look at what it takes to farm the Raven wood, for example, many players are discouraged to farm the r60, and will still either choose the r40 or r80 staff. (obviously that's not true for everyone but let's not go in a case by case scenario). It's also valid to note that there are still way more ways to get metals than woods. Veins are everywhere, for example, but woods are going to start to be used more and more for gear. There are a couple of ways we can solve this issue, and here are some that I could think of: 1. Decrease the difficulty of the Titan mob. This can be achieved by decreasing its damage (60, really?), decreasing its health, or simply changing the kind of mob it is. The current mob model comes from cairn giants or hill boys, which have unpredictable and often fast animations, which is not true for any other wood dropping mob. Slow it down a bit maybe? Idk. 2. Change the recipe for r60 staffs and bows to only use 1 of each wood. PVE Tendencies: It seems like most mobs that are useful past newbie phase have a lot of health, and are a single target, which makes for a generally boring PVE experience. It normally consists of 3-4 minutes of shooting a barely moving target, hiding behind terrain and moving back and forth, and things like this. With the mechanics that Darkfall has to offer, we could really embrace the "AoE farming experience" found in other games like Black Desert Online. It's often more fun to die from a swarm of skeletons or orks, than it is to get trapped in a rock and die from 1 mob. There are videos of players farming mobs by running around their numbers casting AoEs, and that's a much more enjoyable way to farm than to focus 1 target until it dies, and I think it should be explored in more mobs / more materials than just weak ones. Final Remarks: * You may not agree with everything in this post, and that's ok. Please share which part you disagree and why. * There might be more effective ways to farm both of those mobs yes.