More balance ideas! Specifically regarding hp, classes, and xp, ready your salt shakers
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🤨I could get behind more comment for the higher end range.
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@O-louth That's pretty much intentional. There was a lot of feedback about it taking too long to level up.
We modified the XP gain ranges to make it fast to get to 8, slower to get to 10 from there.
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@Latok Did it with my fighter.
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@V-Rage said in More balance ideas! Specifically regarding hp, classes, and xp, ready your salt shakers:
There used to be minor bounty items in V4.
Like orc heads, kobold teeth and things that were worth a small amount of gold with various factions.
Maybe put em in again but make them worth a small amount of prestige?
This is basically being worked on kinda.
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@HellzYeah said in More balance ideas! Specifically regarding hp, classes, and xp, ready your salt shakers:
It's more about the instant gratification feeling of seeing that xp gain tick up over time. Putting xp on stuff you can turn in doesn't really solve that problem.
But really the problem here in my eyes is the disparity between these two sections of the level range. It goes decently fast for a good chunk of the range before coming to an almost complete stop once you hit a certain point.
This is sort of moot, again, because the server really doesn't have enough content for the highest level players in my opinion and while I think the progression one you hit a certain point does feel patently unrewarding for the amount of time needed I think it's secondary to giving players at the level cap more things to do.
Disagree on the tick up thing you mentioned. I think picking up items after kills works in a similar way regarding the whole endorphin burst thing which appears to be what you're eluding to.
More content is way too vague.
More quests?
Dungeons designed for high levels (have actually nasty spawns that cast spells that can actually scare a level 10?)
Items that simply cannot be used unless you are a high level?
Special systems you can only use at level 9 and above?What's "more high level content" ?
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@Zool said in More balance ideas! Specifically regarding hp, classes, and xp, ready your salt shakers:
More quests?
Dungeons designed for high levels (have actually nasty spawns that cast spells that can actually scare a level 10?)
Items that simply cannot be used unless you are a high level?
Special systems you can only use at level 9 and above?What's "more high level content" ?
Yes.
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@HellzYeah said in More balance ideas! Specifically regarding hp, classes, and xp, ready your salt shakers:
@Zool said in More balance ideas! Specifically regarding hp, classes, and xp, ready your salt shakers:
More quests?
Dungeons designed for high levels (have actually nasty spawns that cast spells that can actually scare a level 10?)
Items that simply cannot be used unless you are a high level?
Special systems you can only use at level 9 and above?What's "more high level content" ?
Yes.
Thanks, that makes it much easier to work with...
:)
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I really think that dungeons are the way to go when you start crossing into those last few levels and would genuinely like to see a lot more of them (or have the current ones expanded to emphasize this more.)
But all of those are good ideas.
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You're talking about more DMless areas which include puzzles and unique, more historical related story? A good example will be the current popular one, the Haunted Halls?
Because I am ALL OVER this.
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@Lord_Acererak I think they also want the areas to be more dangerous, even for high levels.
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More..
Beholders. -
@Lord_Acererak Would be something to behold, that's for sure.
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Didn’t mean to derail.
More dmless dungeons that offer high risk high rewards for the 8-10 range. Totally agree this sounds good. Ofc bad guys to support the fear involved with these areas.
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I think more areas like the Haunted Halls (but even more dangerous) would be cool. One of the issues that stems from the massive rebalancing effort of CARES spawns and quests is that nothing feels dangerous anymore, outside of obvious "PLEASE DON'T TOUCH" NPCs like the Hive Mother in the Helmlands or DM spawns.
The wilderness doesn't feel terribly wild.
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@Acemvi said in More balance ideas! Specifically regarding hp, classes, and xp, ready your salt shakers:
like the Haunted Halls (but even more dangerous)
If they're not sufficiently dangerous enough, then I've failed in my intention.
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@Echo said in More balance ideas! Specifically regarding hp, classes, and xp, ready your salt shakers:
@Acemvi said in More balance ideas! Specifically regarding hp, classes, and xp, ready your salt shakers:
like the Haunted Halls (but even more dangerous)
If they're not sufficiently dangerous enough, then I've failed in my intention.
They made you nerf the slimes with acid fog though, so it's not really your fault.
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This is good feed back. Do you feel the Veluuthra are scary in the Hullack? Or the earth Drake's?
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Earth drakes are scary. The elves used to be scary but when my fighter was buffed, I ripped through them like butter, but that also might be a mix of as intended and being my first non-gimpy build
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Earth drakes are cool but they're not terribly difficult. I don't know what I'd do to them to make them scarier without also making them overpowering. If there's a way to increase their damage without significantly increasing their AB, that might be interesting. If they could pierce Blur that would definitely add to the challenge.
The Eldreth Veluuthra that spawn aren't particularly powerful either. I don't remember their numbers off the top of my head but I think they could use a buff to their AC and AB. Especially if their strength is on the lower end anyway.
Mind you, these are things I usually fight with Naresh, so my perspective might be skewed.
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I've watched the Veluuthra put more than enough players in the fugue for me to think they're scary, I just wanted to know where on the "average spawns of the server" list you would put their power level. 1 being like, a Rat. 10 being (imo) an Eye Tyrant. I would say veluuthra should come in around an 8. But im looking for player opinions, not my skewed view.