Re: November 2019: XP, QoL and Balance Changes

#101
Please note that collection task item turn in is tied to the same reward system but instead of using your current level these turn ins will always use the minimum level of the item.
I guess i misinterpreted this sentence then. I was assuming that it meant that the item-turnins would use the same reward AS NOW (aka before they implemented change) and the only thing being changed is the level of all items being fixed at their minimum.
I thought that it would greatly increase the value and easyness of finding a decent XP item spot and just grind it and turn in a bunch of items.

I see now that they meant to say that it is uses the same NEW system for rewards + only using minimum lvl

can't fully comment on that as i haven't levelled in the new environment yet

Re: November 2019: XP, QoL and Balance Changes

#102
400hp boost seem insane. Especially combined with heal pots + IP. I question if I'll be able to do 3k+ dmg before running out of endurance before the end of every fight.

If this HP increase is supposed to combat debuff nukes I know I eat them for 400-500 dmg. I'm guessing this change will get people to live approximately 0.5 seconds longer in those situations.
When the kids try to solo
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Re: November 2019: XP, QoL and Balance Changes

#103
Expfighter wrote:
Fri Nov 08, 2019 3:49 pm
gotwqqd wrote:
Fri Nov 08, 2019 3:44 pm
chryso wrote:
Fri Nov 08, 2019 3:42 pm

10 items to get 1.15 bubs sounds terrible. It seems that at 49 doing the rvr task will get you .1 of a bubble now, is that right?
It used to get about 4 bubs
Now should be 4*.25=1 bub
well it seems that the calculation is a decreasing one as you lvl higher! 1 bub for a set of 10 xp items is like live, and well I won't tell you exactly what my thoughts on that are!
Yes the reduction becomes greater and greater as you go from 19 on. Used to be 30?
But my formula is only stating what it is for level 49....prior xp amount to new amount

Re: November 2019: XP, QoL and Balance Changes

#105
The XP changes as far as turn ins, tokens are horrible....It took me 2 hours to go from 39-40. In that time chain killing yellows, I received 20 Mud Crab Legs - got 6 task tokens and the tasks. Got 1 bub per 10 turn ins. Got rough a bub for all the tokens and the Tasks gave me like 2 bubs or so. How is this better? This makes it a painful grind, and has the opposite effect on "Non-desirable" classes.

To farm these items - people will get on AE classes and farm the camps, sell them at a stupid price.

Solos will be grinding forever.

PLEASE for the love of god, change this back. Before the change I was soloing a level every 30-40 minutes easily, and that's even before I was using the RvR Tasks.

Thanks...

Re: November 2019: XP, QoL and Balance Changes

#106
1) Bounty points will be shared across all your characters per realm per account, like money
This is a good change. Nice work
2) Professions will be shared across all your characters per realm per account, for existing characters the highest value per profession will be used. (If one of your current chars has 1200 alchemy and the other 1100 you would end up with 1200).
Good job again.
3) The social xp bonus will be reworked
- the unique class constraint will be removed
- the given % bonus will be adjusted to be the inverse of their natural desirability for groups as seen so far
-- certain classes will be reduced to 1% bonus (pbae caster)
-- many classes will be reduced to 3% (e. g. well represented support, most remaining caster)
-- some classes will be increased to 6% (some melees, warden)
-- a few classes will be increased to 9% (some melees)
Makes sense to include all classes nicely done.
4) Increased customizability for procs
Existing procs will become replaceable, this will be for player crafted items only at first and may or may not be opened up for all items later on. At the same time we will also introduce some npc that will take the most expensive craftable proc together with any item that has a proc on it (not a charge) and in return you will receive the proc that this item had on it to apply it to any of your weapons or armor, please note that until (if ever) we make procs on non crafted items replaceable you will only be able to apply this proc to crafted armor / weapons.
This proc that you receive will become an offensive proc when applied to weapons, a reactive proc when applied to armor and proc for both cases when applied to a shield. Please note that both the most expensive craftable proc as well as the item you give to this npc will be destroyed.
Example:
You give the craftable epic heal proc as well as some rog weapon with a 95 delve lifedrain proc to the npc, these items are now destroyed but in return you receive a proc item with the 95 delve lifedrain proc that you can freely apply to one of your weapons or armor pieces. The same would also work for the epic dungeon chests to receive the higher heal proc.
Ok, but this doesn't seem like a good idea... How does this affect dual welding classes that already have IP, Heal pots, etc to extend their survive ability
5) Task XP Rework
- collection task turn in limitations will be removed
- drop rate for collection task items will be adjusted
- 2 new location dependent kill tasks will be added: kill mobs in classic overworld zones, kill mobs in si overworld zones
- completing a task will result in receiving a new item that can be traded as well as turned in at your trainer, turning in these items represents another task where the turn in requirements per task level follow the fibonacci sequence (1, 2, 3, 5, 8, 13, 21, 34....), that means everyone will without any effort at all complete the first couple levels while making higher levels of this task pretty much unattainable giving a reason to either save or sell remaining tokens or to use them with other characters. Completing this new turn in task will itself not provide a task completion token.
- the xp reward for task completions (kill x animals etc., rvr tasks) will be changed to your level * the xp you would receive for a mob of your level, this is an increase up to level 19 and an increasing reduction from there on, at level 49 this would be a reduction to 25% of the current value. Please note that collection task item turn in is tied to the same reward system but instead of using your current level these turn ins will always use the minimum level of the item.
- gold reward will be adjusted in two ways, 1) in part due to the now more available tasks the reward itself will be lowered in general and 2) the reward will become static, using the average mob value times some multiplier and not the current random 75% - 125% mob value times some multiplier.
Sounded good, but after testing this change it is extremely frustrating and toxic for the server. I don't understand why you want to force new players to level even longer when there are plenty of other games which are better for PVE. Lets get more players to 50 and realize that this game is unique for RVR not for PVE. If I wanted to PVE I would play a game with better graphics, UI and overall massive population hence the MMoRPG genre.. This game is not alive because of the PVE.
6) Body Type XP Rework
Initially the plan / hope was to have a dynamic system that encourages people to seek out new spots and at the beginning it certainly worked well, however, due to how the dynamic bonus is determined there isn't really ever a change. To get back to the original intention we're changing it to be determined daily (will survive restarts as it will depend on the date), one body type will receive 25% bonus another 50%, another 75% and finally another 100%.
Ok I understand you want to move people around the PVE world.
7) Dense spawn areas will see some of their mobs receive spells that should not affect normal group play much, this only applies to classic and si zones
Example spells: a low damage instant cast snare nuke with a 10 second cool down
This will only affect the beach in albion and the red caps in moderna in midgard for now, more spots may or may not be changed or this might be rolled back depending on what happens in game.
Makes sense.
1) For player characters the HP per con modifier will be increased as if characters had a certain champion level, this assumed champion level will be the same for all classes except full tanks (arms, hero, warrior), there it will be a couple champion levels higher.
This is a terrible idea. If you're intending to fix the caster meta. How about reduce debuff dmg and/or make all tanks have the ability to climb up keeps/towers. This change assumes every caster group is running a debuff train to hit tanks for 600+ I don't understand why you always try to adjust something that has nothing to do with the problem. People aren't playing tanks because it is boring to sit in a ram and siege all day. While on a caster you can continue to fight while taking keeps/towers.
2) NPCs will receive a damage increase via an increase to their damage table, this will not affect certain pets that had manual adjustments (e.g. theurgist earth pets, hunter pet), this increase will not affect the defense penetration. As the damage table represents a multiplicator this will also increase the absolute damage change caused by strength buffs / debuffs. The expected damage of this damage table increase will be between 10 and 30%, depending on the mob.
Could you please elaborate why this change is necessary and how it is a QOL change?
3) Armor vulnerability will be reduced from 10% to 5%, please note that this change won't affect the 10% malus, just the vulnerability.
Why does this need to be done?
Last edited by Voso on Sat Nov 09, 2019 12:59 am, edited 1 time in total.

Re: November 2019: XP, QoL and Balance Changes

#107
Mavella wrote:
Fri Nov 08, 2019 4:04 pm
400hp boost seem insane. Especially combined with heal pots + IP. I question if I'll be able to do 3k+ dmg before running out of endurance before the end of every fight.

If this HP increase is supposed to combat debuff nukes I know I eat them for 400-500 dmg. I'm guessing this change will get people to live approximately 0.5 seconds longer in those situations.
They need to increase the Endo pool for mele classes and not increased the power pool

Re: November 2019: XP, QoL and Balance Changes

#108
Xp currently is horrible. Full groups in frontier zone are not getting task credit like they are supposed to. Turn ins aren't worth farming for unless you are a farm class. And task ticks are extremely underwhelming. Solo I estimate most classes to take 35 hours to hit 50 and grouped players to hit 50 at around 22 hours. You just killed the fun for any new and newer players who would join the server.

Re: November 2019: XP, QoL and Balance Changes

#109
Yeah new task xp (even with task token turn-in) is very underwhelming and slows down progression by alot. The social xp rework is more than counteracted by the reduced task xp. For undesireable classes task xp was a major portion of xp because they usually can kill 15 of several mob types solo (possibly with DF triple tasks) to at least see their xp bar move. I don´t think reducing xp progression is a good move at this stage. And while xp for the have-nots was reduced, people with too much time on their hands run around with 200% instance bonuses...