[New Users] Please note that all new users need to be approved before posting. This process can take up to 24 hours. Thank you for your patience.
Check out the v.255 - The Dark Ride: Ride or DIe Patch Notes
here!
While the NEXT Update showcase was overall really good, the main thing that bugs me is the lack of EXP curve reduction.
If KMS won't do anything about the exp curve yet then we need to start demanding changes to be done in our region. at the moment, I am a 285 player in Kronos, with 3x exp coupons and lvl 10 janus, I make ~510b exp an hour in calm beach 2. that is around 0.5% per hour.
A 285 player in Interactive, for example, assuming the same exp multipliers, would be making instead 1.8T exp in 1 hour, which is around 1.8%, over 3x more than what a heroic player could ever hope to achieve.
As a matter of fact, once that interactive player reaches level 290 and farms in Sunken Ruins 2, he would be making ~1.9T exp an hour, which would be around 0.9-1% per hour.
A 290 player in interactive would level twice as fast as a 285 player in heroic.
If I even want to think about reaching the new 290 area, it would take me around 1.19k hours of pure grind without including dailies and other sources of EXP.
The interactive player would require ~337 hours.
I get that grinding is the lifeblood of this game, but I really think that we need to push for some changes for us in this regard.
I suggest 3 options:
Reduce the exp curve across the board. This helps all players in all servers, but would not change the gap between heroic and interactive. This would still be a good change depending on how much they reduce the curve by
Give Heroic it's exp passive back. While this change would only help heroic, it still wouldn't make heroic gain more exp than interactive. I think this is a fair middle ground solution.
Reintroduce totems on heroic worlds. Wether it be a frenzy equivalent or a wild equivalent, Either one would be fine
This might be a controversial topic but I really think we need to start pushing towards this for the future of the game. GO WEST right?
Comments
Heroic Worlds never had an EXP passive, the monsters were modified to have significantly higher HP values and higher EXP values as a result with a character level to monster level formula to fight monsters near your level for increased final damage. It was more intuitive when this was the case.
There are enough characters in this game that if you wanted to you could spend multiple lifetimes playing this game and still not even be close to being done with the game.
That's not even considering the fact that the game will update and they will add more content and level ranges to the game.
If players want to spend more time playing the game, the content for that already exists in the form of playing more characters.
1-210 exp curve reduction yes, but not to 300 or 290 or anything like that at this time. That can wait until the level cap is raised, but levels 1-210 needs an exp curve reduction instead of trying to instantly shoot characters to 200+ without improving the experience permanently. Improving the game means people actually play and experience each class, which was and is the intention of the link and legion system is to get players to try other classes they wouldn't otherwise.
The game is not meant to be completed ever, if you were able to complete the game then they royally messed up somewhere.
Levels 1-210 exp reduction is needed:
1-100 about 50% reduction
100-200 about 20% reduction with starforce map exp to all of the monsters within this range or about 70% reduction without.
200-210 about 40% reduction
In addition, give Heroic Worlds back their original monster HP and EXP values with a massive Final Damage passive buff.
Level 1-199 characters will receive the old Reboot character level to monster level final damage formula to give new players a more intuitive way to play since it is natural for a player to fight monsters near their level and not way above it. This be for all worlds with the EXP curve reduction. Level 200+ characters remain with the current character level to monster level final damage formula.
Maybe 210-260 as well by roughly 30% reduction instead of introducing Hyper Burn MAX and just keep it as Hyper Burn instead to how it currently works.
I would had liked to see Chains of Resentment be a reward in Reboot worlds alongside Regular server. Also in the future, they should consider introducing permanent Totems into Philo/Marvel in Regular server.
There is really no problem with increasing the rate people progress to 260. People would still have time to learn to train with their class's full mobbing kit during that time. The only issue I see with Hyper Burning is the rewards under the current level.
If someone burns something over 220, they miss the level 7 symbols from Chu Chu and VJ. The player could potentially run into a Arcane Force disadvantage if they burn a character that has some progress already as they would have a symbol that isn't level 7 and the issues becomes more apparent with more level 7 symbols skipped. If someone just worked with LVL 7 symbols all the way, they would have 540 ARC which is somewhere between the strongest Morass mobs and the weakest Esfera mobs. Someone who is continuing and has low level symbols would be below this number and would need to spend more on leveling their symbols as well as doing dailies, farming or finding a way to obtain more symbols. I wish it were possible to obtain all rewards before the level someone decided to start burning so they are aren't at a disadvantage of starting later. The same could apply to other rewards such as the Karma Solids, Event Rings (and cubes.)
A wish that would make playing with other characters more affordable or just make someone's first character less expensive if there was a way to lower the cost or even eliminating the upgrade fee when leveling up symbols. Even with the complimentary support symbols, we end up at 540 ARC. The End of the World where most people finish their pre Grandis journey in Liminia have 880 ARC to do full damage. Even with the symbol selectors given out as you progress your burning, you would still need to pay mesos to actually gain the levels and not just have an overflow on your level. It would be nice if Legion sold items that can substitute the cost of symbol enhancement similar to the how RA and some event shops give free passes that give you a free level up for your profession. This item can be given out too in Hyper Burns so players won't have to spend mesos on paying for symbol enhancements.
If you want people to play more classes, just make it easier to grind.
Lowering the EXP curve does not allow you to "complete" the game, it simply makes it easier to enjoy more content within the game.
It actually has the reverse effect of allowing you to play the game more.
If you lower the EXP curve, it doesn't hurt anyone's ability to play the game they way they want to play, but it does help people play the game the way they want to play.
You should have no problem with lowering the EXP curve to 300.
There are 50 characters to choose from in this game and there is zero reason for Nexon to be installing time gates this big into the game.
This level range is actually fine. There is nothing wrong with these levels and that would work counter to what you complain about, players would be funneled even faster into 200+ areas which is something you seem to have a problem with.
Burning content is for getting people who somewhat already know what they're doing legion faster.
As for people who do not know what they are doing, Nexon continues to experiment with methods inside of the burn that teach the game.
Burn allows new players to catch up with their friends who already play the game, which is where a lot of new players come from.
I do not think it really matters how slow or fast you make the leveling process, players will learn at their own pace regardless.
If you slow the game down all it does is punish people who are quick to learn or want to catch up to their friends.
Jett is dead so currently only 49 on GMS(not counting perma beginner)
You're right, Xenon is listed twice on the website (once under thief once under pirate) and I just counted the characters there for a quick confirmation on how many characters there are.
Regardless, 49 vs 50 isn't that much of a difference and my point of there being enough characters to play enough to never run out of content holds true.