Tobold's Blog
Thursday, November 09, 2006
 
Cartman nerfed

Interesting post by Tigole on the new slower leveling in the Burning Crusade. While the overall xp requirements per level went up by 40% (he euphemistically calls that "lenghtening the curve a bit"), that is partially compensated by giving you more xp from quests and in dungeons.

As far as I can say the quest xp went up by about 25%. The xp you get to kill a mob of level X remained exactly the same. The xp you get for killing an elite mob in a dungeon went up, but I don't know by how much. I only can say that now killing a dungeon elite mob of level X in a 5-man group gives you pretty much the same xp as killing a non-elite mob outside a dungeon solo. That is about 500 xp per mob in the first couple of Burning Crusade dungeons, twice that if you have rest bonus xp. Obviously the mob density in a dungeon is much higher, and a group kills a lot more mobs per hour in a dungeon than you would kill soloing outside. Thus dungeon xp will be quite good.

Tigole says they are "Placing less emphasis on grinding outdoor creatures while not on a quest (sorry to Cartman and the South Park kids killing their 1,232,232 fel boars)". Which is true on a relative scale. Grinding xp haven't been lowered, but as everything else has gone up, the relative viability of grinding has gone down. That can only be a good thing.

He defines his "Ultimate Goal: An experience curve that does not require "grinding" outdoor mobs. So long as you are always questing through your leveling experience, we've achieved our goal. If you ever need to "stop" and kill creatures to open up quests, then we have more tuning to do. We will not require people to go into the Dungeons. HOWEVER, dungeon exp will be very rewarding for those who choose to attempt the added challenge." I can live with that, and I can confirm that in my beta experience you can level up by doing all the quests of your level. The big disadvantage is that it's *all*, or nearly all, the quests of your level you need to do. That isn't good for replayability. I've alway complained about the "Stranglethorn Hole", the fact that there aren't very many zones to level up from 35 to 45. But you *can* level two characters doing two completely different sets of quests, one doing Stranglethorn, the other Desolace. Hellfire Peninsula will be much worse. Every single character of yours you wish to level past 60 will do exactly the same quests in exactly the same zone, with absolutely no choice nor variety. And if you can't see those quests any more, you won't even be able to grind instead.

The only alternative to doing these quests is doing a lot more dungeon trips. This is something I sure am going to try in the live version, with my guild. Basically doing a dungeon is now bringing more xp per hour than soloing non-quest mobs PLUS of course the item rewards are a lot better. I can see me doing every 5-man dungeon ten times, thus not only making sure I don't miss any of the gear from there, but also contributing a good bit to my xp. But that plan stands or falls with the ease of finding a group for visiting a dungeon. The new LFG system is certainly an improvement. But the beta servers are relatively empty, and it is hard to say whether the new system isn't used because of lack of critical mass, or whether people don't like it. If you want to do me a favor, once the expansion goes live, please remind people in the LFG chat channel to use the LFG system instead. We will need to kickstart the system, once people start to use it, everybody will come, and looking for a group will become a lot easier.

Of course doing the same dungeon over and over will become boring too. But it is still more interesting, and now not only more profitable but also faster, than grinding boars. I can only recommend it to Cartman, especially since in an instance he would be safe from the player killer.
Comments:
Great, so once again you have to group to level effectively. Hellllooo having to pick priest or warrior and regretting your pick of rogue.

Sammy
 
On my 6th round of STV now and so so so tired of the same quest loop. For my grouping chars, this seems nice, but for my soloers it's a nerf. Raising exp needed by 40% and raising quest exp by 25% is still a 15% nerf. Plus requiring you to quest takes a massive element of fun out of it.
 
I think that sounds great and perhaps changing the way XP is given is also Blizzards way of promoting the new LFG system.

WoW can be solo'd all the way to 60 without ever setting foot in a dungeon which is nice for people who enjoy playing WOW by themselves, but bad for players who have dungeon experience because it adds allot of players into the post 60 instances who have little to no clue how their class should behave in groups. Rogues who try to act as tanks, shadow priests who refused to heal because they are "DPS" priests, and hunters who have no pet control are quite common on my sever. Perhaps now people who solo will have to either learn how to play their class in dungeons, or play allot longer grinding.
 
Are the changes to quest and dungeon mob XP across the board, or only in the new content? It would be nice they made questing and grouping viable in the 1-60 grind as well. So tired of grinding naga...
 
It would be nice if they gave us a transition phase to the new LFG system, before completely removing the current system, when they patch wow before the end of the year.
 
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