Gavaleus
Member
So to reiterate a lot of what has already been said by others, the motivation behind these changes is unclear:
OK, so a +30% increase from live when getting Conquest is quite large and more than I expected honestly. But the penalties on Elite and Reaper for non-Conquest bonuses remain unchanged, and that combination (Elite/Reaper with Aggression/Onslaught) is where I imagine the majority of questing ends up.
What I would also love is for the RXP to be updated with each bonus in the XP Report, like how normal XP is. If you have a trap bonus, breakables bonus, flawless bonus, etc., the normal XP is updated at every bonus to show the new total. Having RXP do this too would be great to make it less obscure.
- If it's to encourage players to kill aggro'd enemies to reduce server lag, that would be better accomplished by Dungeon Alert. And these changes could even be counterproductive (players will want to aggro more enemies more quickly to retain XP).
- If it's to get players to slow down to return to pre-U59 XP/min levels, can you share any data that shows there has actually been a notable increase? I haven't seen any indication that players' play styles have changed much, if at all. My friends and I certainly haven't been playing any differently.
- If it's that you feel the focus on killing enemies in DDO in general is too low and that players just ignore combat, and this feeling is unrelated to server lag or XP/min, why is XP being reduced in non-Conquest scenarios?
Net effect in Preview 1 | Normal | Hard | Elite | Reaper |
Conquest | +0% | +5% | 0 | 0 |
Onslaught | -20% | -10% | -10% | -10% |
Aggression | -20% | -15% | -30% | -30% |
No Kill Bonus | -20% | -20% | -45% | -45% |
Net effect in Preview 2 | Normal | Hard | Elite | Reaper |
Conquest | +5% | +30% | +30% | +30% |
Onslaught | +0% | +10% | -10% | -10% |
Aggression | -5% | -5% | -30% | -30% |
No Kill Bonus | -20% | -20% | -45% | -45% |
OK, so a +30% increase from live when getting Conquest is quite large and more than I expected honestly. But the penalties on Elite and Reaper for non-Conquest bonuses remain unchanged, and that combination (Elite/Reaper with Aggression/Onslaught) is where I imagine the majority of questing ends up.
Even if Aggression is twice as easy to achieve, you're still getting -30% base XP from Live. So the important part is how easy Conquest is to achieve.A> The thresholds to reach a bonus are being lowered. Getting Aggression is twice as easy as it was before.
Many of us just don't have faith that the ease of achieving Conquest will be properly addressed across the entire game. You state that the old requirement is 80% of mobs in the quest, but this simply cannot be the whole story since many quests have unattainable Conquest or require killing some infinitely respawning enemies; there must be manually set values somewhere. Just lowering a percentage from 80% to 75% won't be sufficient, especially if you want Conquest to be obtainable along the critical quest path. To do this properly pretty much requires running every quest in the game at least once to figure out an appropriate value.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.
This would be fantastic. If you do this, it would additionally be fantastic if it could be done for the trap bonus, secret door bonus, and breakables bonus (and I would suggest putting all of them in the XP Report to not clutter up the Quest Panel which can already have a lot of objectives and optionals).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.
It's great that this is being made clear. I don't know if I've ever seen a dev talk about the 200% first time RXP bonus before. It's something that I heard murmurings of when Reaper first came out, so I did some thorough testing to calculate the exact RXP upon quest completion, and sure enough the calculations only work out if there is a first time bonus of 200%, not 95% as you would expect.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
What I would also love is for the RXP to be updated with each bonus in the XP Report, like how normal XP is. If you have a trap bonus, breakables bonus, flawless bonus, etc., the normal XP is updated at every bonus to show the new total. Having RXP do this too would be great to make it less obscure.
This is already the case on Live, if I'm not mistaken.C> 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.