MMOexp-Arc Raiders Difficulty May Climb with PvE and Progression Tweaks
Arc Raiders is at an interesting crossroads. As players grow more experienced, long-standing systems—PvE threats, skill choices, and even loadout preparation—are starting to show cracks. In a recent interview with Virgil Watkins, Design Lead at Embark Studios, several major topics were addressed that signal where the game may be heading next.
From escalating PvE difficulty to skill tree reworks and the rejection of a traditional auction house, Arc Raiders' developers are clearly aware of what's working, what's broken, and what needs careful handling.
PvE Is Being “Solved” — And Embark Knows It
One of the biggest takeaways from the interview is Embark's acknowledgment that PvE threats are no longer threatening enough.
Watkins referenced a popular gameplay loop many veterans are now using:
Enter raids with cheap loadouts
Target specific buy ARC Raiders Materials parts (like reactors)
Craft specialized weapons such as the Equalizer
Strip parts quickly, loot, and extract without killing the boss
While this loop is satisfying and efficient, it's also become predictable. Players fully understand Arc attack patterns, weaknesses, and optimal engagement distances. Combined with aggression-based matchmaking, many raids now feel overly safe—especially in low-hostility lobbies where PvP is rare.
The result is a raid experience that lacks tension from both AI and players.
Escalating PvE Without Breaking the Game
Embark doesn't want to solve this problem simply by making bosses absurdly difficult. According to Watkins, there are real technical and design constraints:
Massive boss mechanics risk server instability
Overly punishing encounters could hurt accessibility
PvE must remain practical, not just challenging
Instead, Embark is focusing on variance.
What “Variance” Means for Arcs
Rather than reskinning enemies, future updates may introduce:
Different attack patterns
Alternate weapon loadouts
New armor types
Unique movement behaviors
Distinct weaknesses
For example, a Bastion encounter might not always be the same Bastion. One version could be heavily armored with slow movement, while another might trade defense for speed and aggressive flanking.
This would force players to:
Adapt loadouts on the fly
Rethink engagement strategies
Stop relying on one-size-fits-all solutions
Shredders Likely Coming to More Maps
In a small but telling comment, Watkins mentioned Shredders, currently exclusive to Stella Montis. Patch notes previously stated that Shredders would “begin” on that map, strongly suggesting they'll expand to others.
If implemented well, this could significantly shake up PvE across multiple regions and restore some of the unpredictability raids currently lack.
PvP as the Intended Wildcard Threat
Embark still sees PvP as the unpredictable danger that keeps raids exciting:
Loot can be stolen
Encounters can be friendly or hostile
No two raids should feel identical
However, aggression matchmaking currently allows players to avoid PvP almost entirely. When combined with predictable PvE, the result is a low-risk, low-tension experience—something Arc Raiders was never meant to be.
The fact that Embark openly acknowledges this suggests matchmaking and PvE escalation may evolve together.
No Auction House — And That's Intentional
An interesting revelation is that Arc Raiders once had an auction house during development, but it was removed.
The reasoning is clear:
An auction house turns everything into “coins per hour”
It undermines exploration and item-specific gameplay
It removes the need to visit dangerous locations
ARC Raiders BluePrints is deliberately built around items, not currency. Making rare gear easily purchasable would hollow out the core loop of risk, exploration, and crafting.
Trading Will Improve — Just Not How You Expect
While a full auction house is off the table, Embark does want trading to feel better.
Planned or discussed ideas include:
Holding out an item for another player to physically take
Contextual interactions instead of item dropping
More organic, social trade moments
These changes won't revolutionize the economy, but they'll make player-to-player trading feel more natural without bypassing progression systems.
Skill Tree Rebalance Is Coming
The skill tree has a clear problem: many skills are never picked.
Watkins openly admitted:
Some skills feel meaningless
Even fully upgraded nodes can have negligible impact
There are skills he personally would never choose
Buffs and adjustments are “100% on the radar.”
What Might Change?
Skills most likely to be reworked include:
Melee-based Arc interaction skills
Nodes that rarely activate in real gameplay
Passive bonuses with unclear or minimal impact
However, Embark is cautious:
Skills can't become too powerful
High-level players shouldn't overwhelm new players
The skill tree should feel rewarding, not mandatory
They also confirmed that skill points will not keep increasing every expedition, meaning balance changes—not raw power creep—are the future.
Loadout Presets: A Much-Needed Quality-of-Life Upgrade
Manually rebuilding loadouts after death is one of Arc Raiders' most common frustrations.
Embark is aware and considering custom loadout presets, which could include:
Automatic consumable selection
Predefined shields, augments, and weapons
Faster re-entry after death
Even basic presets—like always starting with bandages and shield recharges—would save time and reduce menu friction.
While not coming immediately, this is now a stated priority.
Final Thoughts: Promising Direction, Now Comes Delivery
Embark is clearly listening:
PvE difficulty is being reevaluated
Skill trees are getting attention
Quality-of-life issues are acknowledged
Economy integrity is being protected
That said, many players are tired of hearing what might happen. The next step is visible, consistent delivery.
If Embark can roll out PvE variance, meaningful skill buffs, and loadout improvements in steady updates, Arc Raiders could reclaim the tension and unpredictability that made it special in the first place.
The ideas are strong. Now the execution matters.
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