U81 Preview 2 - New Feature - Landscape Supports All Quest Difficulties

mikarddo

Well-known member
Gear, gear, gear. Higher drop chances and can boosted. That'll be enough to get many folks to run r1; higher skulls may just become niche runs for people that want to show off killing a purple boss or for the pure challenge of it all.

For the latest wilderness, yes

I am thinking about all the older wildernesses if they extend the idea. Say Orchard.
 
  • Like
Reactions: dur

dur

Paladin. Disruptor. Since the 1970s
Indeed. If this is going ti happen OLD WILDS MUST BE UPGRADED. I'm also thinking of another OG wilderness . . .

You know, the one The Dragon affects in The Marketplace?
 

f1b041b3

Well-known member
Please add Reaper XP. I say this as somebody whose toons are already reaper capped or close.

This has the potential to be a great catchup mechanic.
Yeah, without rxp I still won't be interested in running slayers. They're probably concerned that some players will get most of their kills on regular difficulties before recalling shy of a slayer milestone and bumping to reaper for those last few kills. My suggestion would be to add another wilderness objective for slayers on reaper that grants nothing but rxp at each milestone.
 

Veldrina

Active member
I hope purple named will be designed around this system.

Current purple named are bloated how buckets. A very optimized build can kill them fast but for people who actually need the gear they're annoyingly long to kill, even in a small party.
Inwould adjust HP so that their current ho is the target for Elite, and normal would make them much easier than now
 

Striga

Well-known member
Probably an unpopular opinion, but imho purple rares should be nerfed. Current difficulty of the encounters should apply to R1. Normal diff should be more in line with standard rares - perhaps with reduced rewards.
 

Igognito

Well-known member
I wonder, does hard or elite have a point in areas?
I assume they will bump the XP by +25% for each difficulty.
If I understood well you can prep on normal, recall and exploit the prep in reaper. As far as XP goes.
While I think the idea can be fun, I think it is not well thought.

Perhaps give reaper XP and extra rewards only with rares, and encounters. Not with slayers.

Slayers make them work as a stacking slayer pot rather than extra XP. That would work better and won't be exploitable for all difficulties.

Yes explorer should not be affected.

Also in areas the level range is very different. How reaper interacts with the level range?

Will there be solo?

Do we need vip? Multiple lives? @rabidfox was discussing this.
 

voenixa121

Well-known member
You still have the same number of wilderness area quests (3 for heroic, 3 for epic), if you beat a rare on normal, you won't get more xp for beating it on elite later.
First of all let me ask about this. How is DDO supposed to be played? This and the first time bonus in quests seem to imply we should go the highest difficulty we can and if we run into a wall lower the difficulty. But on new characters you can't open up the higher difficulties and are supposed to go lowest difficulty first then work your way up to where you are comfortable.
Which one of those is the intended game design?
The version where you are supposed to go highest difficulty first, else you get less rewards is very unusual for a video game.
Uses the same slayer quests but you get more credit per kill on higher difficulties. Caps at a 75% bonus in reaper (same bonus for 1 or 10)
It really should go up to 200% so you can choose to run low difficulty with slay potions or high difficulty without. The potions would turn into a convinence item instead of mandatory when doing slayers. That would be good for the players.
 

Shear-buckler

Master of reactions
Why do you think that?

There are players who die n the current normal setting or have difficulty killing fast alone. Bump to R1 and the slow down for some players will be noticeable meaning pugs might start to get selective.
In my experience the vast majority of orchard pugs completely trivialize the content. Most time is spent running around so the slightly slower kill speed will be nothing compared to 75% extra kills alone. The 75% extra XP will just make it stupidly good compared to every other source of XP.
 

voenixa121

Well-known member
About what the role of landscapes is in DDO. I think that if you play naturally (like a single player game) you would go through the landscape, and defeat enemies on the way to the quest. That kind of playstyle isn't supported at all however because players resources are lost for the actual quest and very few of the new landscapes have a resting shrine at the quest entrance or right inside every quest.
So now that there are actual higher difficulties I wonder why are the quest entrances still in the landscape areas when it is supposed to be a completely seperate type of gameplay? It's like putting a quest entrance inside another quest. If it is supposed to be seperate, please make it seperate. Or make it so we are automatically rested when entering a new quest. Otherwise there is no more reason to combine these two.
 

mikarddo

Well-known member
In my experience the vast majority of orchard pugs completely trivialize the content. Most time is spent running around so the slightly slower kill speed will be nothing compared to 75% extra kills alone. The 75% extra XP will just make it stupidly good compared to every other source of XP.
Sofar the report is that the 75% do not stack with Slayer pots making it hard to tell

Assuming it stacks we dont know if it caps at 200%

If it does not cap we go from 300% to 375% which is a 25% increase. Still very nice but far from 75%.
 

Shear-buckler

Master of reactions
Sofar the report is that the 75% do not stack with Slayer pots making it hard to tell

Assuming it stacks we dont know if it caps at 200%

If it does not cap we go from 300% to 375% which is a 25% increase. Still very nice but far from 75%.
I highly doubt they wont let it stack with slayer pots. That would directly harm sales instead of boosting sales.
Strong groups with 200% pots running will double their xp/minute, and the xp/minute is already among the very highest in the game.
 

justin credible

Well-known member
Why do you think that?

There are players who die n the current normal setting or have difficulty killing fast alone. Bump to R1 and the slow down for some players will be noticeable meaning pugs might start to get selective.
because it supports characters from level 20-29
characters piking at the entrance also increase spawns
 

mikarddo

Well-known member
I highly doubt they wont let it stack with slayer pots. That would directly harm sales instead of boosting sales.
Strong groups with 200% pots running will double their xp/minute, and the xp/minute is already among the very highest in the game.

Maybe I am misunderstanding something but how do you get double xp?

Assuming it stacks you go from 3.00 to 3.75 which is a 25% increase in xp/min but no change in total xp.
 
Top