- Joined
- Apr 1, 2013
Just wanted to get some thoughts down on the forums because we can't get anything concrete in ts.
Currently, the amount of experience needed to get from level 50 to level 60 is around 42% of the total amount needed to level a class. The amount of experience granted for killing the regular mobs in a tier 6 dungeon is 390 per mob, and it's not like the mobs are easy to kill, they average around 4,600 health. The elites as well do not put out nearly enough exp, with a meager 850 experience for 8,400 health. Not to mention that they have a skill "hungering maw" which is 95% of the time unable to be dodged, deals around 1.5-2 hearts, and has a insanely low cooldown of around 3-5 seconds.
Also going into mob skills, the amount of times I have been killed due to fall damage by being tossed 4 times in a row by mobs is insanely high, and there needs to be some sort of global cooldown on a player once they have already been tossed. I think teleporting to a player is absolutely fine and prevents exploiting, just as long as the cooldown on that skill isn't insanely low as well.
Moving on to the bosses, the amount of skills or at least the low cooldowns of these skills make bosses very very challenging, even with a large coordinated group. Often the boss can focus down a single player in a very short amount of time, adding in several teleports, tosses, and lock on skills; combined with the large amount of regulars/elites surrounding the boss, making even group leveling a challenge. I know I pretty much always ignore the boss in the dungeon, as the amount of exp granted for the amount of death/loss of time they cause isn't really worth it.
Now don't get me wrong, quests are incredibly helpful and make the tremendously long leveling process shorter, but I think that quests in conjunction with higher base exp rates for mobs will make the leveling process much more desirable and fun for the playerbase.
What would I do to fix these concerns?
Currently, the amount of experience needed to get from level 50 to level 60 is around 42% of the total amount needed to level a class. The amount of experience granted for killing the regular mobs in a tier 6 dungeon is 390 per mob, and it's not like the mobs are easy to kill, they average around 4,600 health. The elites as well do not put out nearly enough exp, with a meager 850 experience for 8,400 health. Not to mention that they have a skill "hungering maw" which is 95% of the time unable to be dodged, deals around 1.5-2 hearts, and has a insanely low cooldown of around 3-5 seconds.
Also going into mob skills, the amount of times I have been killed due to fall damage by being tossed 4 times in a row by mobs is insanely high, and there needs to be some sort of global cooldown on a player once they have already been tossed. I think teleporting to a player is absolutely fine and prevents exploiting, just as long as the cooldown on that skill isn't insanely low as well.
Moving on to the bosses, the amount of skills or at least the low cooldowns of these skills make bosses very very challenging, even with a large coordinated group. Often the boss can focus down a single player in a very short amount of time, adding in several teleports, tosses, and lock on skills; combined with the large amount of regulars/elites surrounding the boss, making even group leveling a challenge. I know I pretty much always ignore the boss in the dungeon, as the amount of exp granted for the amount of death/loss of time they cause isn't really worth it.
Now don't get me wrong, quests are incredibly helpful and make the tremendously long leveling process shorter, but I think that quests in conjunction with higher base exp rates for mobs will make the leveling process much more desirable and fun for the playerbase.
What would I do to fix these concerns?
- Increase the exp granted for killing regular, elites, and bosses in t5+ dungeons by a considerable amount (I would have to kill almost 1.1k regular mobs to get max level with a class)
- Lower the rate at which Mobs can toss a player
- Decrease the damage and Increase the cooldown on the skill Hungering Maw
- Slightly decrease the cooldown of the quests in a dungeon. I think 6-8 hour cooldown is more than fair
- Spread out the spawnpoints for mobs in some dungeons: I find myself getting surrounded very quickly sometimes