View Full Version : Reaper XP also gives regular XP.. why
JOTMON
02-14-2017, 07:46 AM
Why is it that Reaper content gives regular XP and bonuses and Reaper XP
Its another one of those things that benefits those doing TR lives since they can now double dip XP, while those that already completed their TR lives get screwed over.
Stop the madness..
Remove regular XP from Reaper content.
If you want regular XP run the regular content and get your regular XP and favor..
Reaper was supposed to be about extreme challenge, not double rewarding new TR's with both Regular XP and Reaper XP in one bundle low level Reaper run..
I would also look at low skull Reaper.. its too easy.. easier than Elite once Reaper trees get filled..
Remove Reaper 1-4.. or scale them up in the bottom end...
Just saying.. Reaper was supposed to be about extreme challenge beyond Elite.. right....
Tscheuss
02-14-2017, 07:54 AM
Wow. So much hate. Are you a college student, by chance?
KingNite
02-14-2017, 08:38 AM
Why is it that Reaper content gives regular XP and bonuses and Reaper XP
Its another one of those things that benefits those doing TR lives since they can now double dip XP, while those that already completed their TR lives get screwed over.
.
It is actually very good; since it allows newbs and people still missing heroic, iconic or epic past lifes to catch up with those who are done while also recieveing some RXP (althogh not as much as those dedicated to farm it ) so they are not completly left behind the curve.
Why do you feel screwed over by that?
JOTMON
02-14-2017, 08:43 AM
Wow. So much hate. Are you a college student, by chance?
I am past by best buy date..
My college and University days are long behind me.., now putting my kid through university.
It is actually very good; since it allows newbs and people still missing heroic, iconic or epic past lifes to catch up with those who are done while also recieveing some RXP (althogh not as much as those dedicated to farm it ) so they are not completly left behind the curve.
Why do you feel screwed over by that?
we put in the time, why let them fast track catch up, they should earn the XP like everyone else did..
New life low level Reaper skulls and TR reaper low skulls are earning more Reaper XP/min than high level done with TR'ing toons while also getting regular XP.
no need to run Elite.., Low skull Reaper is easier than Elite in many cases due to Reaper trees and also gives max regular XP.. its a no brainer.
Capped toons have few at level quests to run, lose the first time bonuses until they TR and are hit with over level penalties.
many capped toons were done with TR lvies.. and now TR lives are the best way to generate Reaper XP..
so that's how capped toons are screwed over.
Nyata
02-14-2017, 08:46 AM
we put in the time, why let them fast track catch up, they should earn the XP like everyone else did..
New life low level Reaper skulls and TR reaper low skulls are earning more Reaper XP/min than high level done with TR'ing toons.
you put in the time when level cap was... what?
Talk about fast tracking...
sk3l3t0r
02-14-2017, 08:47 AM
we put in the time, why let them fast track catch up, they should earn the XP like everyone else did..
Errr.... not sure if this is sarcasm or if you are actually serious?
nokowi
02-14-2017, 09:00 AM
Why is it that Reaper content gives regular XP and bonuses and Reaper XP
To ensure that new/casual players join reaper and have a poor experience.
Just saying.. Reaper was supposed to be about extreme challenge beyond Elite.. right....
Obviously not, as they can't design around the elite while letting new/casual play in the same content.
Enoach
02-14-2017, 09:07 AM
Well technically double dipping and triple dipping the XP is not new to the game...
When epic destinies were added all XP applied to both leveling and to the active Epic Destiny. Later when Epic Reincarnation was added the XP applied to Leveling, Epic Destiny and Karma Pool.
The difference with Reaper XP to the above is that it is its own XP calculation and pool so the same amount is not applied to multiple places as they have their own amount.
-----
Since Reaper is not limited to "End Game" and is a new system, the question is why shouldn't a newer player have an even footing with a longer term player on a new system? Longer term players usually have advantages that newer players don't such as a combination of Past Lives + Gear + Quest Knowledge + Build Knowledge
nokowi
02-14-2017, 09:19 AM
Well technically double dipping and triple dipping the XP is not new to the game...
When epic destinies were added all XP applied to both leveling and to the active Epic Destiny. Later when Epic Reincarnation was added the XP applied to Leveling, Epic Destiny and Karma Pool.
The difference with Reaper XP to the above is that it is its own XP calculation and pool so the same amount is not applied to multiple places as they have their own amount.
-----
Since Reaper is not limited to "End Game" and is a new system, the question is why shouldn't a newer player have an even footing with a longer term player on a new system? Longer term players usually have advantages that newer players don't such as a combination of Past Lives + Gear + Quest Knowledge + Build Knowledge
The question is why should a new player feel the need to group with vets in reaper difficulty - the answer is they feel compelled to get the same rewards, as you pointed out their "right" to get them.
Not having access to reaper rewards while leveling would better encourage players to choose a difficulty they actually enjoy.
Reaper could have been such a success in motivating players to play on the setting they enjoy, and grouping pools of like-minded players, but sadly it is not, and it is all because of RXP while leveling.
Cantor
02-14-2017, 09:31 AM
Well technically double dipping and triple dipping the XP is not new to the game...
When epic destinies were added all XP applied to both leveling and to the active Epic Destiny. Later when Epic Reincarnation was added the XP applied to Leveling, Epic Destiny and Karma Pool.
The difference with Reaper XP to the above is that it is its own XP calculation and pool so the same amount is not applied to multiple places as they have their own amount.
-----
Since Reaper is not limited to "End Game" and is a new system, the question is why shouldn't a newer player have an even footing with a longer term player on a new system? Longer term players usually have advantages that newer players don't such as a combination of Past Lives + Gear + Quest Knowledge + Build Knowledge
Good points. If we want the game to continue, we need new players. Making reaper at cap multi completionists means new players will never get there. Hopefully they it to work at elite level instead of base like in official discussion, that would be much more for cap. Without excluding all others.
jadedpantherfan32
02-14-2017, 09:32 AM
you put in the time when level cap was... what?
Talk about fast tracking...
You can in no way compare todays grind with grinds of the past. You have 50% pots you have BB streaks vip bonuses and less XP to earn. You Can not say that people that did that grind before all that had it easier than today that just doesn't make sense. Todays game is more about helping the new people which it needs to be to grow the game but if you dont help the vets that still play then you are not going to have these vets much longer you are taking everything away from them that makes them want to play the game. When i started i wanted to be triple completionst and i got, and it meant something but these days to achieve that goal has become a joke thanks to all the bugs and pay to play stuff that this game has become.
nokowi
02-14-2017, 09:38 AM
Good points. If we want the game to continue, we need new players. Making reaper at cap multi completionists means new players will never get there. Hopefully they it to work at elite level instead of base like in official discussion, that would be much more for cap. Without excluding all others.
Putting new players in reaper difficulty in no way helps them. It will not maintain new players, because this difficulty setting is inappropriate for most new players.
It's the worst kind of design, and why people on the forums argued endlessly about what elite should be, with completely opposite preferences.
I don't want a new player determining design or level of challenge in reaper.
I want them to enjoy DDO by playing on a difficulty appropriate for their build/skill/gear.
JOTMON
02-14-2017, 09:38 AM
Good points. If we want the game to continue, we need new players. Making reaper at cap multi completionists means new players will never get there. Hopefully they it to work at elite level instead of base like in official discussion, that would be much more for cap. Without excluding all others.
Why wouldn't players get there, all they have to do is spend time playing like the rest of us did.
Its easier now with Otto' boxes, xp stones, Saga chain reward XP, XP tomes, XP pots, more content for more xp first time bonuses, OP crafting gear, better OP loot drops, its already easier...
There isn't enough content to hold players at cap...
especially now with Reaper XP/min being optimized for levelling toons.
Cantor
02-14-2017, 09:43 AM
Putting new players in reaper difficulty in no way helps them. It will not maintain new players, because this difficulty setting is inappropriate for most new players.
It's the worst kind of design, and why people on the forums argued endlessly about what elite should be, with completely opposite preferences.
I don't want a new player determining design or level of challenge in reaper.
I want them to enjoy DDO by playing on a difficulty appropriate for their build/skill/gear.
Do you think low reapers are harder than elite was back then? I don't. Elite was rewarded then with favor and xp though not as much xp as now.
FranOhmsford
02-14-2017, 09:50 AM
and less XP to earn.
What?
You're not serious are you?
8.2 Million XP per Epic Life!!!
Even compared to just last year that's 72 million more xp we need to earn just starting on Epic lives now than the person who completed them prior to cap going from 28-30!
Compared to the Cap 20 days you're havin' a larf!
Cantor
02-14-2017, 09:52 AM
What?
You're not serious are you?
8.2 Million XP per Epic Life!!!
Even compared to just last year that's 72 million more xp we need to earn just starting on Epic lives now than the person who completed them prior to cap going from 28-30!
Compared to the Cap 20 days you're havin' a larf!
This is the biggest fallacy ever Fran, and I'm sure you know it. Epic exp is a joke it comes 10x as fast as heroic. Back when it took 4.375M heroic and it was weighted to top levels heroics were a super grind. NOt even considering that those quests were harder than EE is now before creep. Oh and there was far less content. And BB. And recovering ransack. And tomes of learning.
nokowi
02-14-2017, 10:30 AM
Do you think low reapers are harder than elite was back then? I don't. Elite was rewarded then with favor and xp though not as much xp as now.
I generally didn't play elite as a new player (~2010) because I was crushed and it was not enjoyable to play.
I participated in some N/N/N/N/N/H/E farms, but the majority of this time was spent on difficulty appropriate for my toons, and I was still yet unaware you have to get 1K XP/min to enjoy the game, which means I was enjoying the game without playing on a difficulty inappropriate to my toon.
I was unaware that I was entitled to have every reward, and so I instead enjoyed the game and met friends that had similar build/skill play experiences.
I would say R1 2017 is tougher than elite circa 2010 for a new player, because new players are unlikely to make effective builds. The power in the class passes further separate those who know how to make a build from those that don't.
Now naturally as a vet, it is easy for you to look at a good build today and say it would do better in R1 than a good build would on elite in 2010. But this completely ignores the reality of the builds that new players actually use.
Vanhooger
02-14-2017, 10:48 AM
Putting new players in reaper difficulty in no way helps them. It will not maintain new players, because this difficulty setting is inappropriate for most new players.
It's the worst kind of design, and why people on the forums argued endlessly about what elite should be, with completely opposite preferences.
I don't want a new player determining design or level of challenge in reaper.
I want them to enjoy DDO by playing on a difficulty appropriate for their build/skill/gear.
this 1 million time. Can I give infinite reputation for this?
Cantor
02-14-2017, 10:49 AM
I generally didn't play elite as a new player (~2010) because I was crushed and it was not enjoyable to play.
I participated in some N/N/N/N/N/H/E farms, but the majority of this time was spent on difficulty appropriate for my toons, and I was still yet unaware you have to get 1K XP/min to enjoy the game, which means I was enjoying the game without playing on a difficulty inappropriate to my toon.
I was unaware that I was entitled to have every reward, and so I instead enjoyed the game and met friends that had similar build/skill play experiences.
I would say R1 2017 is tougher than elite circa 2010 for a new player, because new players are unlikely to make effective builds. The power in the class passes further separate those who know how to make a build from those that don't.
Now naturally as a vet, it is easy for you to look at a good build today and say it would do better in R1 than a good build would on elite in 2010. But this completely ignores the reality of the builds that new players actually use.
I'd say some yes and some no. Post pass classes are hard to screw upup just going pure. There are some real newbie trap feats out there though.
nokowi
02-14-2017, 10:52 AM
I'd say some yes and some no. Post pass classes are hard to screw upup just going pure. There are some real newbie trap feats out there though.
It's easy to screw up if you have a D&D background and expect things good in D&D to be good in DDO, or if you go from heroic to epic, where the build choices are often completely different.
2017 DDO is 20x the newb trap it was in 2010.
Newbs today expect to be able to run with vets - this was the complete opposite in 2010, when you had to get your act together before joining the raiding scene or elite runs.
And nobody suffered from not raiding, because back in 2010 you didn't have to be entitled to have everything to enjoy the game.
Two separate communities worked quite nicely, as the "evil vets" we hear about today did not exist in 2010 because we played in largely separate content.
FranOhmsford
02-14-2017, 11:07 AM
Two separate communities worked quite nicely, as the "evil vets" we hear about today did not exist in 2010 because we played in largely separate content.
Lololololololololol
Oh yes they DID exist in 2010!
In fact it was 100x worse back then than it is today - Thank goodness but it has actually got a lot better though you still see some of it about!
Cantor
02-14-2017, 11:09 AM
It's easy to screw up if you have a D&D background and expect things good in D&D to be good in DDO, or if you go from heroic to epic, where the build choices are often completely different.
2017 DDO is 20x the newb trap it was in 2010.
Newbs today expect to be able to run with vets - this was the complete opposite in 2010, when you had to get your act together before joining the raiding scene or elite runs.
And nobody suffered from not raiding, because back in 2010 you didn't have to be entitled to have everything to enjoy the game.
Two separate communities worked quite nicely, as the "evil vets" we hear about today did not exist in 2010 because we played in largely separate content.
To some extent the two groups thing is true but it was very common for trs only lfms long before there was byoh, so I wouldn't say that the evil vets thing wasn't there. But I agree the two communities worked fine together, and you could be solid in end game with just a couple pl, didn't feel like you needed 9-10 heroic and 20+ epic to be at baseline.
Enoach
02-14-2017, 11:45 AM
The question is why should a new player feel the need to group with vets in reaper difficulty - the answer is they feel compelled to get the same rewards, as you pointed out their "right" to get them.
Not having access to reaper rewards while leveling would better encourage players to choose a difficulty they actually enjoy.
Reaper could have been such a success in motivating players to play on the setting they enjoy, and grouping pools of like-minded players, but sadly it is not, and it is all because of RXP while leveling.
I don't believe anyone is compelled to run any difficulty. Nothing stops anyone from putting up an LFM. Nothing stops a player from grabbing hireling(s). Even with Reaper being the new thing I've still had little difficulty filling Elite LFMs.
I personally think that a large contributor to people not putting up their own LFM is the miss placed notion that they need to know the quest to lead. The other is the worry about jerks joining their group (A risk people take when they join LFMs) but I can say the population of jerks has always seemed low in DDO as compared to other places (except in the forums > not directed at any particular person past or present)
To me the question is why should people be excluded from a system that came out while they were playing? Doesn't excluding them right now mean that those that are "This Tall" will simply be further along?
As for playing a difficulty they enjoy? Are we to say someone won't enjoy the challenges of Reaper? I've been playing since '06 and have long enjoyed Elite (even looking for someone to open elite for us when it wasn't automatic), the Epics when they came out and Epic Elite questing over running it on normal + hard + elite cycle. Personally, I don't mind failure when it happens as I see it as a chance to grow, but then again I actually review both success and failure and see what I could do better next time.
Putting new players in reaper difficulty in no way helps them. It will not maintain new players, because this difficulty setting is inappropriate for most new players.
It's the worst kind of design, and why people on the forums argued endlessly about what elite should be, with completely opposite preferences.
I don't want a new player determining design or level of challenge in reaper.
I want them to enjoy DDO by playing on a difficulty appropriate for their build/skill/gear.
I actually disagree that Reaper does not help newer players. One of the shifts of the Reaper difficulty is that players are more dependent from a healing aspect then they are on Normal/Hard/Elite difficulties. What this does is actually help newer players understand the importance of being prepared to help others out, how to build towards team improvements as well as how to coordinate your abilities with others.
Why would they design Reaper around new players? To me the design should never have been made around XP/Min crowd. For the most part they seem to have honored that.
I do agree people should play the difficulty that they have the most fun with, I just don't see a valid reason to lock someone out because they are not "This Tall to Ride" as being a valid reason. But letting them decide for themselves if it is fun or not.
I have led many a group into difficult quests where some people would look at the group and say "no way". It is because I learned from my D&D days how to play from the strength's of the party. You mentioned in another thread not to extend your experience to others, so extending how you approached the game when you started is also not necessarily the same experience others will have when they play. Again our experiences don't invalidate others, but it can help us see past our own pre-conceived perceptions.
dunklezhan
02-14-2017, 12:22 PM
I can't recall the last time I agreed with someone as much as I'm about to, whilst coming to totally different conclusions :)
I don't believe anyone is compelled to run any difficulty. Nothing stops anyone from putting up an LFM. Nothing stops a player from grabbing hireling(s).
100% with you here.
Even with Reaper being the new thing I've still had little difficulty filling Elite LFMs.
I have. Pre-Reaper, I could fill elites, but not hards. Now? No Reaper, no takers. Wonder why that could be.
I personally think that a large contributor to people not putting up their own LFM is the miss placed notion that they need to know the quest to lead. The other is the worry about jerks joining their group (A risk people take when they join LFMs) but I can say the population of jerks has always seemed low in DDO as compared to other places (except in the forums > not directed at any particular person past or present)
I agree with all of that. Regardless of the reasons though, the fundamental issue is that people being reluctant to put up LFMs is still a real thing. People aren't going to change, so the game design shouldn't do anything to make that situation any worse than its baseline level of awfulness, surely?
To me the question is why should people be excluded from a system that came out while they were playing? Doesn't excluding them right now mean that those that are "This Tall" will simply be further along?
If its based on ability and merit, then they should be excluded if they don't have the ability or merit.
Would this mean the 'haves' would get further ahead? Probably. But the have nots would stay closer together and advance together. There would always be people visibly dabbling around in the middle rather than hanging out in the most difficult areas giving new players an utterly false impression about what they should be capable of from the outset, causing demoralisation, demotivation and reducing the likelihood of player retention.
Further, if Reaper did not give regular levelling XP, those who are 'this tall' would only be in there at all when they fancied a challenge or purely to advance their Reaper XP or get Reaper gear, explictly not as part of the levelling process.
You could even hang around in a particular level range - cap, mid heroics, wherever - and run your favorite quests on reaper for more or less as long as you wanted to run them for, just get that item, or get that XP, or whatever, throwing up groups for others without impacting on the levelling experience for anyone. Elite groups would still be common and reachable by newer players (they shouldn't be, mind you.. but they are), and would be being run by anyone wanting to level.
Frankly I think its an absolutely superb idea to drop standard XP from quests run on reaper difficulty. I would be far more personally interested in trying out Reaper and no-one would need to be worrying about whether I was 'ready' or not, or whether I was slowing folk on the general TR train down.
As for playing a difficulty they enjoy? Are we to say someone won't enjoy the challenges of Reaper? I've been playing since '06 and have long enjoyed Elite (even looking for someone to open elite for us when it wasn't automatic), the Epics when they came out and Epic Elite questing over running it on normal + hard + elite cycle. Personally, I don't mind failure when it happens as I see it as a chance to grow, but then again I actually review both success and failure and see what I could do better next time.
Agree with all this also, very much.
As a casual player I simply do not believe Reaper should be my standard difficulty. More importantly I do not want to feel pressured to spend what little game time I have in a difficulty I'm clearly unprepared for just so I can find some folks to play with.
But would I like to dip in now and again for a fun time with Guildies or frankly just on a whim? You betcha. The rest of the time though, particularly if I am trying to speed through some levels I'd much rather grab a PuG group and run on Hard for steamrolling fun, or Elite for loot & favour (and possible steamrollering. Depending on the quest :) ).
However, whilst the hardest setting is seen as the "standard", expecting to quickly grab a pug group for anything other than that perceived standard is a strategy doomed to long waiting times and/or solo play sessions in the majority of situations (in my experience since 09 anyway).
I actually disagree that Reaper does not help newer players. One of the shifts of the Reaper difficulty is that players are more dependent from a healing aspect then they are on Normal/Hard/Elite difficulties. What this does is actually help newer players understand the importance of being prepared to help others out, how to build towards team improvements as well as how to coordinate your abilities with others.
Agreed. From that perspective, Reaper 1 is helpful for learning to play Reaper 10, or how to work in concert better which is definitely needed in raids. I don't think that's enough on its own to say 'Reaper therefore must have standard XP rewards too', or to say 'it is more helpful for new players to "have" to run Reaper than not', though.
Why would they design Reaper around new players? To me the design should never have been made around XP/Min crowd. For the most part they seem to have honored that.
Yes exactly. Which means it didn't need standard XP in any way. Reaper XP/min could be a new game for the most able, but it should have had no bearing at all on standard XP/min.
I do agree people should play the difficulty that they have the most fun with, I just don't see a valid reason to lock someone out because they are not "This Tall to Ride" as being a valid reason. But letting them decide for themselves if it is fun or not.
Agreed. I post my groups all the time. Sometimes I wait to see if I get any takers, other times I dive in and leave the group open. Up to now, if its not been on elite - whether I'm capable or not - it has not filled and very often gets zero takers at all. Since Reaper, if its not on Reaper 1 skull minimum, it does not fill, and very often gets zero takers at all. That's been my experience. Now, it could be the time of day I play, the server I'm on or a bunch of other things. But it is my experience.
I have led many a group into difficult quests where some people would look at the group and say "no way". It is because I learned from my D&D days how to play from the strength's of the party. You mentioned in another thread not to extend your experience to others, so extending how you approached the game when you started is also not necessarily the same experience others will have when they play.
Well, quite. This describes me also. Well. It describes my attitude. It doesn't necessarily work for me as a success strategy :)
Again our experiences don't invalidate others, but it can help us see past our own pre-conceived perceptions.
Sure. Hopefully my perspective was useful to you (lol, as Ellis Dee's have been to me when trying to come to terms with Cannith Crafting also messing with my fun). Long winded though I know it was!
dunklezhan
02-14-2017, 12:41 PM
I am sure every TR toon is scrambling to hold onto the Reaper XP along with regular XP.. why wouldn't they.. they are getting the optimal best XP across the board... but should that come at punishment of capped toons who have already run all the TR lives .
I really wonder whether pre-Reaper they should have made an effort to go through every quest in the game and say "does this have a L20+ version yet? no? Right." and then made a Legendary version.
Then we could have had reaper throughout the game, and something to do at true-cap. Epification was not a bad strategy in principle. Leaving it half finished is, though.
Ah well. Maybe after Ravenloft they can do that.
JOTMON
02-14-2017, 12:42 PM
I really wonder whether pre-Reaper they should have made an effort to go through every quest in the game and say "does this have a L20+ version yet? no? Right." and then made a Legendary version.
Then we could have had reaper throughout the game, and something to do at true-cap.
Ah well. Maybe after Ravenloft they can do that.
We can only hope...
Enoach
02-14-2017, 01:01 PM
..Reaper XP was supposed to be about extreme challenge, not optimized XP farming for new and early life TR players.
Reaper was supposed to promote hardcore teamwork with challenge beyond Elite., not skip elite for easier low Reaper skulls.
...
This part is something I do agree with JOTMON on, Reaper should not be the XP/Min crowds cup of tea. It was suppose to be less Zerg friendly, such as the Reaper spawns on DA.
I only wanted the challenge myself. And while I feel it is meeting the need for challenge, I'm also disappointed it seems to have something the XP/Min crowd wants. Personally, I've been ignoring the XP part just for the fun part and it appears this is working in my favor since there was a post about that XP having a few issues by Sev.
Eryhn
02-14-2017, 01:15 PM
This part is something I do agree with JOTMON on, Reaper should not be the XP/Min crowds cup of tea. It was suppose to be less Zerg friendly, such as the Reaper spawns on DA.
I only wanted the challenge myself. And while I feel it is meeting the need for challenge, I'm also disappointed it seems to have something the XP/Min crowd wants. Personally, I've been ignoring the XP part just for the fun part and it appears this is working in my favor since there was a post about that XP having a few issues by Sev.
meh, i'm not totally convinced by this either.
to people who run it for the challenge, that is there. the mid heroic group runs i did on an alt of mine in the 2-4 skull range all had us worked out pretty good and certainly didnt go in zerg speed time.
yeah, i can see people zerging 1 or 2 skulls in good group getting a speed bonus, but that is something they can fix pretty easily rly? in like, lots of ways, they could give penalty to reaper xp for NOT doing opts ie and just up the overall low skull diff a tad
EllisDee37
02-14-2017, 03:59 PM
I only skimmed this thread, but I had an idea to incentivize farming reaper at cap without removing the TR mechanics for reaper farming. How about:
Level 30 players get a flat +100% bonus to reaper xp across the board.
Essentially, this would make it so that every reaper quest you run at cap is the equivalent of the first time bonus, or close enough anyway.
Thoughts?
Why is it that Reaper content gives regular XP and bonuses and Reaper XP
Its another one of those things that benefits those doing TR lives since they can now double dip XP, while those that already completed their TR lives get screwed over.
Stop the madness..
Remove regular XP from Reaper content.
If you want regular XP run the regular content and get your regular XP and favor..
Reaper was supposed to be about extreme challenge, not double rewarding new TR's with both Regular XP and Reaper XP in one bundle low level Reaper run..
I would also look at low skull Reaper.. its too easy.. easier than Elite once Reaper trees get filled..
Remove Reaper 1-4.. or scale them up in the bottom end...
Just saying.. Reaper was supposed to be about extreme challenge beyond Elite.. right....
I disgree i dont need 6 more etr for my toon. but grinding out reaper makes it so much easier. for those who lack 30 or so tr, and etr they can catch up.
in the end we get stronger builds and less wipes.
why hate p.
Cantor
02-15-2017, 07:01 AM
I really wonder whether pre-Reaper they should have made an effort to go through every quest in the game and say "does this have a L20+ version yet? no? Right." and then made a Legendary version.
Then we could have had reaper throughout the game, and something to do at true-cap. Epification was not a bad strategy in principle. Leaving it half finished is, though.
Ah well. Maybe after Ravenloft they can do that.
Totally. But I remember them saying they wouldn't epicafy anything else since it took practically as much Dev time as new content. Maybe if they streamline that process they could crank out heavy amounts of leg level revisits. With a crazy long term grind like sss.
I only skimmed this thread, but I had an idea to incentivize farming reaper at cap without removing the TR mechanics for reaper farming. How about:
Level 30 players get a flat +100% bonus to reaper xp across the board.
Essentially, this would make it so that every reaper quest you run at cap is the equivalent of the first time bonus, or close enough anyway.
Thoughts?
That would be a huge improvement.
Vexious
02-15-2017, 10:35 AM
you put in the time when level cap was... what?
Talk about fast tracking...
It's amusing all the people taking that attitude that started playing AFTER heroic cap for a tr was 4.3mil. We put in our time then, it was much more painful than the joke a TR is now. On top of that, those players running all those lives also builds up player skill. People who don't have the player experience and what not have no business in reaper, regardless of what skull it's on. We've put our time in running through those lives and gaining the experience in learning how to play and build our toons, why shouldn't they?
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