Dear devs and fellow players,
I think it is quite clear that the first hardcore league has been, so far, a massive success. The server is buzzing with activity at levels unseen in regular servers.
However, some of us do not fully approve the current design of the league. The League is marketed as a test of skill, in a competitive environment. For that reason, there have been modifications to the standard gameplay in order to ensure equal footing among players (no PLs or gear), and limit extreme strategies that lower the challenge (level lock outs). Are those modifications enough to guarantee a competitive and challenging environment? For some of us, the answer is a rotund no.
Currently, the league presents 3 distinct goals: i) favor thresholds based cosmetics, ii) reaper points thresholds based cosmetics, iii) cosmetic reward at level 20, iii-iv) leaderboards for i) and ii). The issue is that given: a) store purchases, ii) different quest difficulty, iii) insufficient over level penalties, meta gaming the league's objectives can give an enormous advantage in terms of both achieving the reward thresholds and claiming a position on the leaderboards. I will now detail some the current ''meta'' possibilities; some are more boring than others, and there might be far more effective strategies I am not aware it. The point is that they disrupt the challenge and competitive elements of the league. Gaming the system becomes as important, if not more, than playing the game with skill.
Dollar Meta for Reaper:
Experience pots are not disabled for reaper XP. A player running a sovereign XP pot (50% boost) has a massive advantage over someone not willing to pay dollars for this advantage. This translates into easier access to the cosmetics (fewer quests to be played, less of a chance of dying), and massive advantage in terms of remaining in the leaderboard (playing far fewer quests for the same score).
Time Sink Meta for Reaper:
It is very well known that some quests are far harder than others. This is often correlated with the age of the quest, since as newer quests are designed for the current levels of power creep. As a result, choosing easier quests gives an advantage, contrary to the challenge spirit of the League. Given that one can avoid over level lock outs in reaper, it is possible to choose an optimal (read, the easiest) level and repeatedly play easy quest to rack up reaper XP. This cannot be done for favor XP, but it would be, in principle, possible to combine this with over level favor farming (the next strategy). Note that it is currently possible to time grind reaper XP in the easiest possible quest, since contrary to favor you don't need a variety of quests (viability depends on finer details).
Dollar Meta for lvl20
This is easy, multiple ways to pay to advance to 20. From gold rolling (this has already been done), to running sovereign pots for super fast XP (remember these are non-TR xp level curves).
Overlevel Meta for Favor
The typical favor clean up, except this time you are 4 levels above the quest. While not as trivially easy as going to level cap and obliterating heroic quests, this remains significantly easier than playing the quests at their designed level. Note that this becomes not only optimal, but also necessary, if you are chasing favor rewards. If you do not chase reaper XP, this can be combined with say normal leveling to 5, then clean up from then on (always play at over level limit).
Overall Dollars for Help
Significant advantages can be bought in the DDO store to aid in general questing. The obvious one would be store healing pots: https://ddowiki.com/page/Elixir_of_Healing
Specially at lower levels (and they are min level 1), these are massively overpowered 1 button to full healing. For blue bar characters, SP potions are also a massive advantage.
So, Erk, what would be a way to avoid some, if not all, of the issue you presented? I think that much more restrictive rules are needed to ensure the competitive element of the league:
- Pick a few iconic quests per level, with a variety not to favor one archetype over others (not all undead quests, etc.); only those quests can be played.
- Block over level questing.
- Permadeath.
- No bank, no store.
- XP stone to get to 30 and to level one destiny; this is not about the xp but about questing.
- Score given for each first completion, zero score afterwards.
- Score given according to level of quest and challenge level.
There could be some disagreement over the scoring system, but it would be impossible to farm or pay to win.
Thoughts?