Valiance
05-22-2010, 05:10 PM
So there have been a million threads on this but here is a real suggestion:
Greatly reduce ( or eliminate) TR character's xp penalty and instead use Dungeon Scaling to increase the difficulty of dungeons for characters who have TR'd.
My thought process is this, the epic grind of epic content, the epic grind of TR'ing and the lack of any new raids has pretty much destroyed my guild and is quickly destroying my interest in the game. Why? Nothing is a real challenge.
Sure epic is "hard" but not really. We all knew how to handle it....melee dps/firewall crits ect. The problem was it was actually just boring...too slow...too much grind and also too much expectation that soon epic GH would be out and all the VoN and DQ epic gear would be worthless.
So many in my guild tried TRing. That went ok for a few weeks but we soon discovered that 1) the xp grind while easily doable is just plain boring and 2) running every quest with completely geared up toons, with 34 or 36 stat points, controlled by experienced and skillful gamers while exactly 1 level above quest level was.....EXTREMELY BORING. I mean we literally would pretty much run to the end of every quest...pausing once or twice for the rare occasions where it takes more than a few swings to kill a mob.
Thus my guild was mostly decimated. Gone are all of the players who loved getting a new raid...getting in early and figuring out how to do it well. Gone are the players who loved this game for years and years. Gone because they simply found no challenge in the game anymore.
Thus my suggestion. If you must, make it an option where a TR'd character can pick the high xp path, or the more difficult journey path. If you pick the difficult journey path just use dungeon scaling to make the challenges he faces harder, perhaps much harder as he levels. I am hoping that Dungeon Scaling is sophisticated enough where if a TR joined a party it could caculate that only 1/6 of the party is a TR'd character and make it just fractionally more difficult.
For a first TR I suggest roughly making the quest scale to be one "level" harder for the character if he was solo and have a 20% FLAT extra xp requirement (2.28 million to cap) and for a 2x TR make the dungeons 2 "levels" harder (I.e a level 2 quest on normal will feel like a level 4) but have only a 40% FLAT extra xp requirement. (2.66 million to cap)
I'm sure my suggested difficulty/xp suggestions above are much too blunt but that is something for the devs to work out with scaling. I feel this suggestion solves two problems 1) it greatly reduces the mind numbing, making all my friends quit the game, boringness of the current TR grind and 2) it brings some challenge back into the game for those who so desire it.
V
Greatly reduce ( or eliminate) TR character's xp penalty and instead use Dungeon Scaling to increase the difficulty of dungeons for characters who have TR'd.
My thought process is this, the epic grind of epic content, the epic grind of TR'ing and the lack of any new raids has pretty much destroyed my guild and is quickly destroying my interest in the game. Why? Nothing is a real challenge.
Sure epic is "hard" but not really. We all knew how to handle it....melee dps/firewall crits ect. The problem was it was actually just boring...too slow...too much grind and also too much expectation that soon epic GH would be out and all the VoN and DQ epic gear would be worthless.
So many in my guild tried TRing. That went ok for a few weeks but we soon discovered that 1) the xp grind while easily doable is just plain boring and 2) running every quest with completely geared up toons, with 34 or 36 stat points, controlled by experienced and skillful gamers while exactly 1 level above quest level was.....EXTREMELY BORING. I mean we literally would pretty much run to the end of every quest...pausing once or twice for the rare occasions where it takes more than a few swings to kill a mob.
Thus my guild was mostly decimated. Gone are all of the players who loved getting a new raid...getting in early and figuring out how to do it well. Gone are the players who loved this game for years and years. Gone because they simply found no challenge in the game anymore.
Thus my suggestion. If you must, make it an option where a TR'd character can pick the high xp path, or the more difficult journey path. If you pick the difficult journey path just use dungeon scaling to make the challenges he faces harder, perhaps much harder as he levels. I am hoping that Dungeon Scaling is sophisticated enough where if a TR joined a party it could caculate that only 1/6 of the party is a TR'd character and make it just fractionally more difficult.
For a first TR I suggest roughly making the quest scale to be one "level" harder for the character if he was solo and have a 20% FLAT extra xp requirement (2.28 million to cap) and for a 2x TR make the dungeons 2 "levels" harder (I.e a level 2 quest on normal will feel like a level 4) but have only a 40% FLAT extra xp requirement. (2.66 million to cap)
I'm sure my suggested difficulty/xp suggestions above are much too blunt but that is something for the devs to work out with scaling. I feel this suggestion solves two problems 1) it greatly reduces the mind numbing, making all my friends quit the game, boringness of the current TR grind and 2) it brings some challenge back into the game for those who so desire it.
V