we can see now its not about lag its just exp nerf....I shrug because after 30+ pages (mostly) saying "this seems like the wrong approach for your goals" they come back with the same approach, new goals and convoluted grid of numbers that make XP less clear. The only thing constant between preview 1 and 2 is the approach (the disliked approach) so ... ¯\_(ツ)_/¯
Current live xp bonus (FT+bravery+kills) | New xp bonus (Delving+kills) | |
0-25% of mobs killed | 195% | 150% |
25-50% of mobs killed | 195% | 175% |
50-65% of mobs killed | 205% | 200% |
65%-75% of mobs killed | 210% | 200% |
75-80% of mobs killed | 210% | 250% |
80%+ of mobs killed | 220% | 250% |
Perhaps we're looking at these changes through the wrong "pair of glasses," if you will.
Maybe we should be looking at these changes from the perspective of a for-profit business?
Specifically, how will these changes drive revenue?
Thanks for the chart. So basically it's still big old nerf to XP for doing the same thing and a XP/min loss. One could go around getting more kills for the greater XP per quest but would then waste XP pots making it way more expensive per quest. So still bad for me.Here's what is hopefully a less confusing table for xp on reaper since the definition of aggression and onslaught are changing.
Current live xp bonus (FT+bravery+kills) New xp bonus (Delving+kills) 0-25% of mobs killed 195% 150% 25-50% of mobs killed 195% 175% 50-65% of mobs killed 205% 200% 65%-75% of mobs killed 210% 200% 75-80% of mobs killed 210% 250% 80%+ of mobs killed 220% 250%
so the sweet spot in this chart is between 75-80% kills where you maximize XP. Id still think that SSG needs to ensure all tiers are available in all quests, or this isnt real.Here's what is hopefully a less confusing table for xp on reaper since the definition of aggression and onslaught are changing.
Current live xp bonus (FT+bravery+kills) New xp bonus (Delving+kills) 0-25% of mobs killed 195% 150% 25-50% of mobs killed 195% 175% 50-65% of mobs killed 205% 200% 65%-75% of mobs killed 210% 200% 75-80% of mobs killed 210% 250% 80%+ of mobs killed 220% 250%
Thanks for fast return and show another proposal buyt you dont understand what the community said in +30 pages : look that we dont want (or most of us players) that the "First Time Bonuses" per difficulty are being removed and transferred to another place; that we players dont want get penalized because of playstyles (like zerg). There are dozens of suggestions already given on how to make optional and achievements within quests more attractive and rewarding; others dozens about pace mobs in quest.An updated proposal from feedback and additional leg work on a hot topic!
This is an early preview of what preview 2 might look like (this doesn't reflect what is in preview 1)
To recap our goal here is to make monsters a bit more worth while from an XP perspective using the conquest bonus. We also wanna clean up some of the confusion in first time bonuses (only one type plz). We got feedback on a mess of issues but one thing that came across is conquest is busted in many places and even when it's not busted, it's often not considered worth while because you need to go off critical path, and there are fears the XP per minute will slow significantly....
So we are changing our approach, and are using the lower conquest threshold of Aggressor as more the balance point with some XP buff-age for the higher conquest tiers.
Have a look. New stuff starts at bullet point 3. There are some important additional notes on reaper here btw.
Changes:
1. Bravery Bonus is being renamed Delving Bonus. Still. It's also getting a new tier for reaper so it will now work as thus...
Hard 50% Bonus
Elite 100% Bonus
Reaper 150% Bonus
Uses the same logic as bravery bonus did before meaning if you play on hard then elite you'll only get a 50% bonus for reaper, or if you JUST played on hard and then reaper the bonus would be 100%. Playing reaper from the get go would be 150%.
2. the "First Time Bonuses" per difficulty are being removed (Still. We are boosting in other places though to make up for it)
3. Conquest, Aggressor and Onslaught Bonuses are be greatly boosted, and give different values based on difficulty.
NEW CONQUEST BONUS VALUES
Normal Hard Elite Reaper Old Requirement New Requirement Conquest 50 75 100 100 kill 80% of mobs in quest kill 75% of the mobs in quest Onslaught 35 45 50 50 kill 65% of the mobs in quest kill 50% of mobs in quest Aggression 25 25 25 25 kill 50% of the mobs in quest kill 25% of mobs in quest
Additional....
A> The thresholds to reach a bonus are being lowered. Getting Aggression is twice as easy as it was before.B> Dungeons with extremely large monster counts will get addressed - There may be 400 mobs in TOEE (guessing) will be adjusted so aggression/onslaught happen for running critical path, and conquest won't require that much extra exploring. Broken quests (haverdasher/vault dragon fight) in heroic will get fix. The previous preview 1 thread gave us a pretty good idea where problem quests were.C> We are looking into communicating how many monsters you need to get these bonuses in the quest panel. We THINK we can get this working.
4. Reaper XP
So as we've been looking at this we saw a few things we want to tweaking about reaper. In general reaper XP will just go up due to the conquest/Aggressor increases because those apply, but most of what we want to address is feedback in the quest panel about reaper XP is really lacking.
Note: First time bonuses and bravery bonus never applied to reaper XP, this was terribly unclear, which we intend to correct.
A> Reaper XP will now display before getting your 10 kills , and let you know you don't get reaper xp till you kill 10 mobsB> The Reaper XP 200% first time XP bonus will now display in the quest panel when it applies, and it will state that this bonus is used instead of delvingC> We are looking at making the Reaper XP 200% bonus apply separately for heroic and epic/legendary each - so you can play something on reaper on heroic that has a legendary mode without screwing yourself out of the 30+ level bonus later.
BEFORE & AFTER CHARTS. Example of Total XP % Quest Panel Bonuses.
NORMAL Old conquest New conquest HARD Old conquest New conquest ELITE Old conquest New conquest REAPER Old conquest New conquest conquest 25 50 25 75 25 100 25 100 1st time 20 0 20 0 45 0 95 0 Bravery 0 0 50 50 100 100 100 150 Ransack 15 15 15 15 15 15 15 15 Tome of Learning 50 50 50 50 50 50 50 50 Tamper 10 10 10 10 10 10 10 10 Observance 8 8 8 8 8 8 8 8 Total 128 133 178 208 253 283 303 333
Reaper XP note - because conquest applies to reaper xp you'll see about a 10-15% increase of total reaper xp for those who get conquest in a reaper dungeon when playing it the first time. The replay value a bit higher. We may increase xp ransack on reaper if spamming quests becomes common, the but delta is still a 2 to 1 or great ratio in favor of new quests so we don't think that'll be to much of a problem.
Note on daily bonus. Someone asked if this was changing...it's not changing at all! (probably should of been in this example chart. Shrug.
-T
Thus driving XP Pot (among other things) sales in the DDO Store.One could go around getting more kills for the greater XP per quest but would then waste XP pots making it way more expensive per quest. So still bad for me.
Torc,Uses the same logic as bravery bonus did before meaning if you play on hard then elite you'll only get a 50% bonus for reaper, or if you JUST played on hard and then reaper the bonus would be 100%. Playing reaper from the get go would be 150%.
B> The Reaper XP 200% first time XP bonus will now display in the quest panel when it applies, and it will state that this bonus is used instead of delving
Perhaps we're looking at these changes through the wrong "pair of glasses," if you will.
Maybe we should be looking at these changes from the perspective of a for-profit business?
Specifically, how will these changes drive revenue?
If this is their motivation then its misguided.Thus driving XP Pot (among other things) sales in the DDO Store.
That sweet spot to me really comes down to time spent killing for XP earned vs pots ticking down. Will the value lost on XP pot timer be worth the time to spent killing? In parties, the new tactic would likely be one person zergs extra fast to the end while everyone else splits agroing the whole quest to get those kills; so we'll likely stress the servers more to get that XP (hahaha).so the sweet spot in this chart is between 75-80% kills where you maximize XP. Id still think that SSG needs to ensure all tiers are available in all quests, or this isnt real.
Good point. Where is the 200% even coming from? I thought the First Time bonus was being removed, but it's then mentioned as applying to reaper.Torc,
First you wrote: "Uses the same logic as bravery bonus did before meaning if you play on hard then elite you'll only get a 50% bonus for reaper, or if you JUST played on hard and then reaper the bonus would be 100%. Playing reaper from the get go would be 150%."
Then you wrote: "The Reaper XP 200% first time XP bonus will now display in the quest panel when it applies, and it will state that this bonus is used instead of delving."