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Convert all the static-leveled content to the skull level system

pjz99pjz99 Posts: 143 Arc User
Practically nobody touches all of the zone-based mission content because you tend to outlevel it in a very short time and it stops being challenging or relevant. Almost no one ever does the Lairs, especially the pre-40 ones. This is really sad, especially since the story arcs work so well as scalable content. Please consider doing this, thanks.

Comments

  • patternwalkerpatternwalker Posts: 167 Arc User
    edited December 2015
    I agree that outleveling content is really frustrating. I'm tired of constantly fighting blue or green mobs in order to complete missions. It actually makes me not want to play because there's no challenge in it. (By the way, I don't do alerts at low levels, I'm outleveling the content simply by playing it.) I deleted and rerolled a character I created this double xp weekend because I had outleveled all my missions. (This was a double xp weekend that I couldn't opt out of, because all mobs just gave double xp.) It doesn't help that there's an xp bonus veteran reward for gold players to level 15. I'd turn that off if I could.

    One solution would be to do as pjz99 suggests and make the outdoor mobs scale to the character level, though this has some downsides. You could never wander through lower level areas without fear of attack, the way we can now.

    The solution I'd prefer, and it might be easier to implement, would be to allow players to turn off xp. That way, if I'm in danger of outleveling my missions, I just turn off xp until I complete those missions, then turn it back on. This creates a customizable, player-specific ability to deal with how fast you're leveling.

    Please do something. I enjoy Champions Online, but fighting green and blue mobs makes it boring. I want to be challenged as I play the mission arcs. I want there to be enough challenge for me to keep coming back.
  • yogid0nnieyogid0nnie Posts: 132 Arc User
    /agree love this idea
  • maatmonsmaatmons Posts: 346 Arc User1
    An alternative would be to let players artificially adjust their levels downward. You know, like some of the alerts scale you up to 30, but backwards.

    A vendor could be added who sells "power inhibitor" devices. He could tout their usefulness for training. In fact, the devices could give a bonus to experience based on how much higher your real level is than the level the device limits you to.

    At first, it may seem that bonus experience exacerbates the original problem of out-leveling content. But with the ability to scale yourself bake to any level you choose, going up in level faster should be irrelevant to anyone seeking challenge.

    The experience bonus draws interest from players not specifically looking for challenge, and also provides an in-character explanation for the existence of the devices. A resource boost wouldn't hurt either. Obviously, these should only apply to rewards from defeating enemies. Wouldn't want people to finish missions at full strength, then turn the missions in with the device active for extra rewards.
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