Fix reaper quest level exp scaling

Ooblagato

Hiding in plain sight
Reaper exp scaling based on quest level does not encourage reaper play during the leveling process. Not only does this not represent the increased challenge from playing higher reaper skulls on lower levels, but it also makes it feel worthless to play on anything above r1 before level 30. Simply put, it needs to be flattened out.
Here's a chart of base reaper exps for reference,

12345678910
153565962656871747780
25662687480869298104110
35968778695104113122131140
462748698110122134146158170
5658095110125140155170185200
66886104122140158176194212230
77192113134155176197218239260
87498122146170194218242266290
977104131158185212239266293320
1080110140170200230260290320350
1183116149182215248281314347380
1286122158194230266302338374410
1389128167206245284323362401440
1492134176218260302344386428470
1595140185230275320365410455500
1698146194242290338386434482530
17101152203254305356407458509560
18104158212266320374428482536590
19107164221278335392449506563620
20110170230290350410470530590650
21113176239302365428491554617680
22116182248314380446512578644710
23119188257326395464533602671740
24122194266338410482554626698770
25125200275350425500575650725800
26128206284362440518596674752830
27131212293374455536617698779860
28134218302386470554638722806890
29137224311398485572659746833920
30280460640820100011801360154017201900
31286472658844103012161402158817741960
32292484676868106012521444163618282020
33298496694892109012881486168418822080
34304508712916112013241528173219362140
35310520730940115013601570178019902200
36316532748964118013961612182820442260

As you can see, playing at r1 at level 1 versus end game is about 6 times worse, and r10 at end game is almost 30 times more efficient than playing r10 at level 1, this is excluding the fact that the game balance allows you to be comparitively far more powerful at end game compared to the quest than early game. Essentially making the higher reaper early game a nearly meaningless feature.

Something like adding a flat base exp that gets multiplied out by skulls would fix most of this issue. Alternatively scrap the idea of quest level scaling the exp entirely as level based exp penalties/restrictions already account for most of this problem.

I know this is probably an old criticism, but with the talk of reaper adjustments and new difficulties in the works, it would be wise to revisit how exp is being rewarded.
 
Upvote 1

Ooblagato

Hiding in plain sight
For further reference, if you assume a 30% time increase in quest completion time per skull (and no change for quest level), you get a heatmap of relative exp rates that looks like this. Anything in the red is really not worth considering in terms of reaper exp if you care about efficiency.
AIL4fc-EhxtNfTu9lFuuSTNkUtqwwdr7XFkfC-IBaKEE3w1OAWuhQN3f4hdHJqhuMSKANykduD8vIh0C_sNKaut1k8GAkZbFO84iC3JUetdLoBNPIQ1PAoX9eraUTtz4GdwP1k_GWw-eh73TzZxzyJM46zVb=w840-h597-s-no

It's worth noting that the 30% increase in times are very subjective to the individual party. Realistic results would see an increase in time where the difficulty meets particular thresholds that slow the party down, such as when players start slowing down/grouping due to fear of dying, actually dying, party wipe risk increases, etc.
Note: 30% increase per skull expects about 10.6x longer to complete an r10 than an r1
 

Silverfox

Well-known member
Sorry even when I only had 30 to 40 reaper points it wasn't taking me 10 times longer to complete any quest on R10 vs R1.

Base rxp hardly refelects how much any quest will pay out in rxp. Heroic rxp is not great but heroics are a joke anyway.
 

Ooblagato

Hiding in plain sight
Sorry even when I only had 30 to 40 reaper points it wasn't taking me 10 times longer to complete any quest on R10 vs R1.

Base rxp hardly refelects how much any quest will pay out in rxp. Heroic rxp is not great but heroics are a joke anyway.

Like I said, the % time increase per skull is very subjective, I bet you're not considering running with a suboptimal party or something like heroic slavers when you say 10x is unreasonable. It very much depends on the party and quest you are looking at. That said, my point is that despite reaper for say, slavers in heroics providing an equal or greater relative challenge increase than in the same quests in legendary, it gives significantly less rewards.

As for base exp, as I am speaking to the relative reaper exp provided by the quests based on level and reaper skulls, there's no other metric this can be based off of. Technically some quests might have easier to obtain ransack or other bonuses, and short, medium, long, and very long quest lengths play into it as well, but those are currently mostly appropriate in terms of balance so there's no need to bring them into the picture. If it's the numbers you're seeing being low, just apply the logical 3-4x multiplier depending on your bonuses you normally run with.

Thanks for engaging with my post though.
 

Dandonk

Beater of Dead Horses
It's OK that reaper play at cap has better rewards than while levelling. But the difference is so huge, and the rewards from upping the skulls while levelling so miniscule, that noone really bothers. And that's a shame. So I'm definitely up for a buff to reaper xp rewards while levelling to give incentives to doing something other than r1.
 
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