Reaper revamp

Raedier

Active member
Hello, I as a player love this game and that’s why I decided to share some thoughts on why the current reaper system is flawed and what could be done to rework it and blow new life into the game, make it more challenging, more rewarding, more meaningful and above all, more fun.

First off, I would like to see people getting incentivised to play higher reaper.
Currently the game meta is as follows-
Rush all the way through heroics and epics on R1 and when u reach level cap go for mid to high reaper questing for Rxp and loot.
I believe getting players to play higher reaper in heroics and epics would be great for the game and great to help reduce the “Zerg meta”

So how do we incentivise players to play higher reaper in heroics and epics and also reduce the amount of zerging going on? (which I am not against but I do believe it would be healthier for the game and the population overall with less zerging)

Increase base heroic and epic xp by 5-10% for each skull in reaper.

Also I would like chests in the game to be more rewarding and exciting to open.
This is where RNG really has a chance to shine! Random and optional chests all throughout the game should be less of a chore to open (I am almost always skipping over them) and should have more excitement.

One idea is to add reaper shards to any random chest in the game with a drop chance of 0.1-0.2% per skull.

That’s all for now, I might edit the post and add things later, feel free to share any opinions or feelings and thanks for reading, peace.
 

Lazuli

Well-known member
Nah, it wouldn't work. People zerg through heroic for five reasons.

First, they are already seen those quests a zillion times.

Second and more important, they combine the reaper grind with the PL grind. Some don't even do high reaper, just grind PLs at the highest speed possible. And they have to go fast, because the grind is endless. I don't know what the devs smoked when created the racial grind, but it is so long that it encourages the zerg to those who want to see it finished before dying of old age.

Third and four, it is easier to get reaper points in the cap with a good gear and a finished build. In heroics, most builds are missing key elements and the equipment we have is not as good as in cap. And some people don't like heroics: they like play on cap with their finished characters, so they try to abandon heroics as soon as possible.

And five, ther reaper grind is shorter than the PL grind. Keep in mind that once you have a certain number of reaper points, you don't really need more. Even now a good number of reaper points is obtained earlier than the past lives.

So no. Encouraging reaper play on heroics is not going to stop the zerg culture. Not as long as there is this excess of PLs, people will be tempted to zerg- and even more so in dungeons that they have seen a zillion times, in heroic characters who lack key skills that make them not only less powerful , but also less fun.
 

Chai

Well-known member
Why is it that when the meta stabilizes it is then labeled problematic and needs to change?

No to anything that makes the heroic grind even longer. The game is already a lawn mower simulator.
 

Ped Xing

Member
Increase base heroic and epic xp by 5-10% for each skull in reaper.

One idea is to add reaper shards to any random chest in the game with a drop chance of 0.1-0.2% per skull.
People already scream about being forced to play difficulties they don't want to because they hate the mechanics but feel obligated to (loot, xp, etc) You're suggesting that we find more ways to piss this group of people off?
 

festasha

Well-known member
Hello, I as a player love this game and that’s why I decided to share some thoughts on why the current reaper system is flawed and what could be done to rework it and blow new life into the game, make it more challenging, more rewarding, more meaningful and above all, more fun.

First off, I would like to see people getting incentivised to play higher reaper.
Currently the game meta is as follows-
Rush all the way through heroics and epics on R1 and when u reach level cap go for mid to high reaper questing for Rxp and loot.
I believe getting players to play higher reaper in heroics and epics would be great for the game and great to help reduce the “Zerg meta”

So how do we incentivise players to play higher reaper in heroics and epics and also reduce the amount of zerging going on? (which I am not against but I do believe it would be healthier for the game and the population overall with less zerging)

Increase base heroic and epic xp by 5-10% for each skull in reaper.

Also I would like chests in the game to be more rewarding and exciting to open.
This is where RNG really has a chance to shine! Random and optional chests all throughout the game should be less of a chore to open (I am almost always skipping over them) and should have more excitement.

One idea is to add reaper shards to any random chest in the game with a drop chance of 0.1-0.2% per skull.

That’s all for now, I might edit the post and add things later, feel free to share any opinions or feelings and thanks for reading, peace.
I believe no matter what there will always be zergers but optional chests should have a point to being there as they will be skipped if it is only optional vendor trash and negligible xp.
 

Blerkington

Well-known member
I disagree. Levelling is already very well rewarded in that while doing it we accumulate both past life feats and reaper points. It doesn't need to be any better rewarded than it already is compared to being at cap.

If anything, we need more incentive to stay at cap. DDO is a very weird MMO in that it's almost all journey and no destination. The fact that we can spend years working on a character, finally finish it and then have nothing to do at cap apart from first time completions for RXP and a handful of relevant raids is just terrible. Noone who has done all that work should be thinking 'okay, now what?'. It's just absurd.

SSG still needs to do a lot more work to make being at cap more enjoyable, interesting and productive. It's not as bad as it has been at certain times in the game's history, but it's not as good either and it should be better. It should be a lot better.
 

saekee

Well-known member
I disagree. Levelling is already very well rewarded in that while doing it we accumulate both past life feats and reaper points. It doesn't need to be any better rewarded than it already is compared to being at cap.

If anything, we need more incentive to stay at cap. DDO is a very weird MMO in that it's almost all journey and no destination. The fact that we can spend years working on a character, finally finish it and then have nothing to do at cap apart from first time completions for RXP and a handful of relevant raids is just terrible. Noone who has done all that work should be thinking 'okay, now what?'. It's just absurd.

SSG still needs to do a lot more work to make being at cap more enjoyable, interesting and productive. It's not as bad as it has been at certain times in the game's history, but it's not as good either and it should be better. It should be a lot better.
the illithid update gave some fun cap-only quests with the card system

I like the idea of reaper frags dropping in optional chests and having a higher chance based on reaper difficulty. I think that is a great idea that does not break anything.
 

Blerkington

Well-known member
I wouldn't say no to getting more reaper fragments. But while I've been doing these racials recently I've gotten far more fragments from reaper bonus items than I usually do hanging around at cap. Just from the sheer volume of the quests completed while levelling.

The card quests are something more to do at cap for sure, but I'm not a huge fan of how that system is designed. Too random so I've been ignoring it. Though I did find a cleansing card, and of course it was while running heroics.
 
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Vox

Well-known member
IMO we need more lateral progression at cap, not vertical.

Introduce an account rxp tree, seperate & independent from the current, put everyone on an even start point & encourage leveling + progressing alts

Give us some RP stuff to do while we wait for raids to fill or when we play in off peak hours, instanced housing, a map & basic builder - have crafting ingredients spread across the game so we can dress it up like an underdark citadel or a kobolds hovel in the sewer. Give us a defence quest of our instance vs local mobs for another resource for something.

Let us pet the tressym in Eveningstar.

Let us go fishing, and find out what that random guy is catching from his well in Barovia.

Let us find answers to the mad archon's mystery.

Lots they could let us do.
 

saekee

Well-known member
IMO we need more lateral progression at cap, not vertical.

Introduce an account rxp tree, seperate & independent from the current, put everyone on an even start point & encourage leveling + progressing alts

Give us some RP stuff to do while we wait for raids to fill or when we play in off peak hours, instanced housing, a map & basic builder - have crafting ingredients spread across the game so we can dress it up like an underdark citadel or a kobolds hovel in the sewer. Give us a defence quest of our instance vs local mobs for another resource for something.

Let us pet the tressym in Eveningstar.

Let us go fishing, and find out what that random guy is catching from his well in Barovia.

Let us find answers to the mad archon's mystery.

Lots they could let us do.
awesome ideas
 
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