Forcing people to quest doesnt help(causes hatred) or fix the issue of out leveling zones
Forcing people to quest doesnt help(causes hatred) or fix the issue of out leveling zones
Anemo: traveler, Sucrose
Pyro: Yanfei, Amber, diluc, xiangling, thoma, Xinyan, Bennett
Geo: Noelle, Ningguang, Yun Jin, Gorou
Hydro: Barbara, Zingqiu, Ayato
Cyro: Shenhe, Kaeya, Chongyun, Diona, Ayaka, Rosaria
Electro: Fischl, Lisa, Miko, Kujou, Raiden, Razor
They should fix the lvling system, but not by doing these changes, it doesnt adress the problem
Just do what many ppl suggested:
Make u chose between northrend and outland instead of having to do both, same for draenor/pandaria and u nly need to do 1 or 2 cata zones
this could be easily done with legion scaling
And for the vanilla zones they could do the same:
whenever u finish a zone u get a certain amount of experience so u can skip to a next zone (maybe when u get the achievement for a 30-35 zone, u get to lvl 40 immediately?)
They could for sure make a system like this were dungeons matter too
Wow, so this is why I couldn't skyrocket my 40 lvl to 60 lvl, in order to boost it with Legion preorder bonus.
I remember dungeon quests giving nearly half a level, now Dire Maul quests give about 1-1.5 bars of xp.
Seems a lot of people have forgotten the existence of newer players.
Game sucks for new players: 2-shotting enemies (feels pointless like critters), jumping zones (outleveling), being told they suck/kicked in dungeons (because no heirlooms or experience)...
Meanwhile, you can boost, and soon you can try classes at max level (to see if you want to boost, or just level)
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right it's not like a huge thing called nost brought up massive attention about the game being far too simple and easy especially at low levels you can tank dungeons on any dps or healer, you can pull 10 mobs while leveling and not even care.
it's defo your opinion of LOL DERP FRRRRPPP GRAB MONEY EMDJKRGJKNDKG.
So many people here saying everyone this, everyone that, MOST people wanted questing to be harder, not longer, which means mobs do more damage and have more hp, not give less XP. Dungeons giving less xp makes the easy leveling only take longer. This xp nerf isnt what we wanted, this was a cheap way out for Blizzard. Double mob hp pools, and double their damage, thatll make it a bit more interesting, dont just reduce xp.
Could be addressed by newbie friendly system. New account/first character? Have them gain less xp and give them a different queue with either group that are ready to take newbies or only newbie groups.
But nerfing it for the entire playerbase that wanted to play another char is just a bad decision because everything else would be more work then just changing the xp modifier from X to Y.
Note from the developers:
Over the past couple of weeks, we’ve rolled out a series of hotfixes aimed at improving overall pacing and playability of the low-level (1-20) experience. We started by adding a number of modern conveniences to our low-level quest experience, and will continue to roll these improvements forward across other legacy content in the future. We’ve also made some improvements to the overall pace of combat at low levels: Due to the accumulated effect of years’ worth of max-level tuning adjustments, many classes were killing low-level enemies nearly instantaneously, even without heirloom gear or other advantages. A summary of the hotfixes follows:
Most quest bosses from level 1-20 should now be multitap and will scale their health with the numbers of players fighting them.
Added dynamic respawn behavior to most level 1-20 outdoor areas, so that spawns will be more readily available during times of high player traffic.
Players who die in low-level dungeons should now release to the entrance of the dungeon, consistent with the practice in dungeons from more recent expansions.
Level 1-10 enemy NPCs now deal slightly more damage.
Reduced the bonus to out-of-combat health regeneration that players receive when below level 20.
Reduced player damage at low levels to improve overall combat pacing. In general, Strength and Agility classes saw a larger reduction in damage than did casters. Damage dealt is unchanged from level 40 onwards.
We see these changes as the beginning, rather than an endpoint – much work remains to improve tuning and pacing of the old-world level-up experience, and our efforts will continue into Legion and beyond.
Not enough content? Change you dislike?
Unsub or sub later. Give Blizzard feedback, "vote" with money.
Give feedback through official channels → quit paying.
This fixes nothing.
Anemo: traveler, Sucrose
Pyro: Yanfei, Amber, diluc, xiangling, thoma, Xinyan, Bennett
Geo: Noelle, Ningguang, Yun Jin, Gorou
Hydro: Barbara, Zingqiu, Ayato
Cyro: Shenhe, Kaeya, Chongyun, Diona, Ayaka, Rosaria
Electro: Fischl, Lisa, Miko, Kujou, Raiden, Razor
yeah but why nerf xp? Increase mob health/damage to make them more of a challenge and not just nerf a bit of damage and make it take more time?!
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Yes, but the XP change wasn't even mentioned. And they go about it the wrong way. With nerfing player damage instead of making the npcs a threat, they just show that they will not do any serious amount of work!
When we looked at the relics of the precursors, we saw the height civilization can attain.
When we looked at their ruins, we marked the danger of that height.
- Keeper Annals
don't know, not currently subbed. But even if they only nerfed dungeon xp... it doesn't do what people wanted them to do. Making leveling at least a small challenge... nope just increase the time they need to put into it.
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Not the Legion leveling, this thread is about changes to the leveling from 1 - 100.