Perhaps they should consider to hand out several epic Azure enchantments to players reaching level 60, to keep that grinding to level 70 on a less insane level...
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
Yes
even with 4 azures slotted with a additional 36% exp boost and double exp week, it takes on average 6 hours for each level for my paladin, keep in mind I have a normal enchant on as well and I can afford to slot in a few 10ks of blues every few levels. I could boost my add exp up a little more sure..
6 hours! to gain 1 level with a additional 136% exp modified. Remove the double week and you are talking about around ten hours for each level.. thats around 100 hours of grinding.. GWFs and CWs will blow through stuff quicker, so make it around 8 hours with no double week for them. But paladins are not the slowest, GFS and DCs traited protector and heal traits will even be worse off.
Im not fully twinked or anything on this toon, Ive had toons with full xvim sets and loads of other things, sure. But you are talking about 500k investment using all of that or more..
A new player cant even afford to drop what IVe dropped on this pally, they wont have a few hundred k to level up with!
When you are talking 100 hours of GAME play just to reach thier effing end game, I DO not see how this benefits a company at all.. Why would I spend any money on a game I cant reach end game on, I wont, nor will tens of thousands of other players.
The only time its EVEN feasible to level is during double weeks now. I just part alts at 60 and wait for them.
silvergryphMember, NW M9 PlaytestPosts: 740Arc User
No
I agree that it is more about time than XP. I think that it comes down to having a feeling of advancing throughout the game and even after hitting level cap. Right now, it feels like hitting a wall at 60.
Level 1-30 is good. Early levels should be relatively quick.
Level 30-60 is too fast. You can reach 60 with no XP bonuses without doing half the content. These levels should be slowed down. However, we should still feel like we are advancing. To do this, I would like to see two things:
Another Campaign like Tyranny of Dragons that can be done pre-60.
Encourage slotting enchantments at low levels.
My suggestion to accomplish the latter would be to add a transfer option to enchantments that lets you specify a piece of equipment to move it to at about half the cost of un-slotting it to inventory. It should take longer to reach 60, but when we get there we should have Rank 7 enchants and a handful of boons.
Level 60-70 is actually about right for the highest levels in the game. While leveling, we will also be working on boons, refining artifacts and enchantments and acquiring gear.
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
Yes
I actually haven't leveled up any toons since right around EE launched, but I recall that it was just mind numbingly boring. The whole thing felt like a massive chore.
One thing I liked about NWO compared to some previous games I played was that I never felt like I started to stagnate in terms of leveling up. The pre-60 content was nice because as long as you just kept running the gold quests, you'd always be about the right level (or higher). 61+ wasn't like that, of course-unless you count vigilance quests, which you really shouldn't because holy HAMSTER that was awful.
As I've said before, a restructuring of how the XP is earned could work fine, but it just needs to ensure that there's enough stuff to do to justify the time. The time it takes to get there isn't necessarily bad, it's what you're doing in the meantime.
That's one of the main Problems, on the other side the new areas are just... i'm out of words already... it's just guided Grinding to the max, and that sucks like hell. You all know what would have happened in in WOW if Blizzard would have imagined an update like that... Additional to that comes the fact that the enemies are incredibly hard for one person, so you have to grind in groups, and thats even more difficult than just grind on your own. If it doesn't change with the new update, i'm gone, that's it!!!!!!!
Its the content and its quality, the playthrough experience and replay value, not the speed of xp gain, issue.
REALLY?? Content? Like mind numbing Grinding for 10 hrs. a day? Seriously, if it had ANY real Story to it it may not have been so bad, but to do 192 quest, most of which is just repeating over and over and over and over is just.. wrong. PLEASE stop the madness and pleasing the few and bring it back to a DECENT level.
I think part of the problem was the first group of people to tackle the 60-70 Excremental Evil zones on live were and had been 60 for some time, had good equipment and had buddies on exactly the same path, and were running older endgame content alongside it, so they had no trouble with it, throw in the multitude of double exp events we got at EE launch and they flew through it...too fast for the devs liking, so they jacked they exp up.
No problem from group 1, they're through it, and probably already had quite a few overload power points. Now comes group 2, people returning and new players, all of a sudden what was a breeze for group1 looms over them like the Matterhorn. There's fewer players in the zones, they're scattered on different vigilance quests, the exp required has doubled, the mobs take longer to kill (Due to the extra HP -damage balancing), and it's feels like sheer frustration.
0
darkstarcrashMember, NW M9 PlaytestPosts: 1,382Arc User
People keep confusing time and XP. Stay objective and relevant. The time it takes to get to 70 is not relevant to the question if the EE maps together provide enough XP to get to 70. I agree it takes way too long, but that's for another topic.
Considering that I got lvl70 (before the XP event) just before entering Spinward Rise with only the 20% bonus xp from the inscribed garments, I'd say the XP is sufficient. 80% of the content with 20% bonus.. sounds like without xp bonuses you can reach lvl70 just fine once you finished Spinward Rise. In short. The XP given is adequate for what it is supposed to do.
I am curious how you reached 70 before Spinward Rise with the new xp requirements, unless you leveled over so many days that the bonus xp from invocation was a major part of your xp gain.
I just leveled a devotion paladin from 0 - 69.3 during this double-xp event. After 60, I did the ToD and EE seed dailies every day, then spent the rest of the time in the EE zones. I did all the sub-zones and ended up with my MH from Spinward with more than half a level to go. So I'm looking at some extra grinding in the EE zones to finish off that last half-level before I can actually use the weapon.
Without double xp, I would be much farther away from 70.
Of course, without the time limit of the double xp event I wouldn't have tried to level so quickly, and would have gotten more xp from daily invocation.
I am currently leveling my one and only alt. I started him the day the Summer Festival started so I could get him a 'free' 80% mount to make moving around easier. At the end of the double xp yesterday, he has just managed to hit Level 68. I didn't taken him through any of the Elemental Evil main areas until a few days ago when I made a start on Spinward Rise when he hit Level 66. Prior to that, the only EE stuff he had gone through were the Archdruid's Seed Quests. I have done those every day because they are simple and return plenty of xp. I started Spinward when the Quest popped up on the Archdruid's yellow list. Even now, I cannot bring myself to go through most of the grinding EE quests and have been sticking to just the Air Tome recovery ones. Having Leadership removed from the Gateway has actually made this easier. When I log in to reset my professions, I go off and pick up a tome which takes about 5 extra minutes
To keep things interesting and moving along, I have been doing the Tyranny of Dragons questline. Visiting the Harper everyday was fun until I hit the Lair quests. Likewise, I've just been to Well of Dragons and picked up my first three quests there. Two made sense as an introduction to the area (break the bone waggons and visit the sights) but somehow being told to go rescue the sacrificial victims from the Cult Prison seems a bit over the top for new arrivals.
So what is all this waffling about ? The experience requirements to get from lvl 60 - lvl 70 are way too high. If you take the EE route, it drains all the fun from the game. The quests, are just tedious, dull and soul destroying. It doesn't help that the 'light at the end of the tunnel' gets further and further away every time you go up a level. I was fortunate enough to get my main character through this nightmare when Mod 6 first appeared and that was bad enough. The increased xp requirements have stopped me bothering with an alt until just recently when I was getting so bored with the game that I needed a new distraction. To make things closer to being tolerable, I have donated 5 Rank 7 Azure enchants to my alt to give him a 55% boost on xp, which has definitely helped things along nicely. I should finish Spinward in about a week or so, then I will wave bye-bye to the EE areas forever and complete his journey to lvl 70 on other content. Maybe some of this will be found in Strongholds, but I rather doubt it.
This game is supposed to be fun. That's what games are supposed to be and why I play them. The challenge of getting from lvl 60 to lvl 70 is anything but fun. Somethng really needs to be done about this and soon.
People keep confusing time and XP. Stay objective and relevant. The time it takes to get to 70 is not relevant to the question if the EE maps together provide enough XP to get to 70. I agree it takes way too long, but that's for another topic.
Considering that I got lvl70 (before the XP event) just before entering Spinward Rise with only the 20% bonus xp from the inscribed garments, I'd say the XP is sufficient. 80% of the content with 20% bonus.. sounds like without xp bonuses you can reach lvl70 just fine once you finished Spinward Rise. In short. The XP given is adequate for what it is supposed to do.
Sure it is. They don't have to have all the EE maps be sub 70. If they wanted to they could let us hit 70 in Rothe Valley even. If they wanted to they could make any of the EE content relevant towards making your character ready for Dread Ring, Sharandar, and WoD. As is you only grind through them because you need the XP. That means that you're spending more time purely grinding XP. So yes, time is relevant because the way XP is currently done you waste too much time on pointless BS.
And this isn't even getting into the fact that they make the 1-60 content irrelevant because you can practically just invoke past half of it. On all but two of my characters the only maps I've bothered with prior to 60 are Neverdeath, Blacklake, and Blackdagger ruins. I only bother with Neverdeath to hit 30 and get a bag. I only bothered with blackdagger to get the artifact quest. If they really wanted to make the game feel less of a grind they would spread the levels out through content more evenly.
Level 30-60 is too fast. You can reach 60 with no XP bonuses without doing half the content. These levels should be slowed down. However, we should still feel like we are advancing. To do this, I would like to see two things:
I don't mind to do all quests, but if quests are only xp source then with 3 rank 5 azures player can only afford to skip Ebon and Valley.
Things change depressingly with zen underwear set (+20% XP) and x2 event, i could skip easily half if not more of zones in 30-60 range. Helms (started at 33 LOL), Ice, Valley, 1 part of Caverns - level 60!
Without boosters zones 30-60 are fine. I agree people usually hit 60 before third if not second part of quests in Caverns and leave. These parts are actually demanding for new players and it used to worth to gear up before doing normal Dread Vault dungeon.
YES... it is way to much needed xp. As stated by many players, this USE to be a fun game and LvL'ing use to be fun, as it should be, it's a GAME. But, to make it this hard to complete anything does take a lot of the fun out and now I, as many others, DREAD the thought of even attempting to lvl another toon. Did they not really know that the more alts a person has, the more money they may actually spend? Wake up guys, you are seriously missing out on some real potential for some real cash. REDUCE the needed XP so players will WANT to create alts. True story.
0
obsiddiaMember, NW M9 PlaytestPosts: 1,025Arc User
Yes
The Elemental areas should at least have some nice drops added.
As far as I could tell (and I left as soon as possible) not even the
tougher Bosses drop anything of interest.
Did you really think anyone could steal the power of the god of thieves?
just finished reclaimation rock at level 63, so need about another 40 vigilant tasks to start firery pit - xp just not enough
0
minotaur2857Member, NW M9 PlaytestPosts: 1,141Arc User
Yes
I just finished SR having completed all the previous zones and done some extra vigilance and the dragon campaign throughout to avoid fighting +3s, I'm not close to 68 and have +33% XP from 3x+11% azures. The levelling path should get you to 70 or at least close.
If the time to get from 60 to 70 was close to equal being what it took you to get from 1 to 60. Maybe I could get behind this. But I've already put as much time in getting from 60 to 63 as I put in getting from 1 to around 50.
And now I'm running Azures for the bonus xp PLUS using the xp shirt and pants from the zen store. All in all, it's a miserable experience to do on 1 toon, nevertheless if you actually wanted to get 1 of every class to 70...
If the time to get from 60 to 70 was close to equal being what it took you to get from 1 to 60. Maybe I could get behind this. But I've already put as much time in getting from 60 to 63 as I put in getting from 1 to around 50.
This.
They need to just add up all the XP required to get from level 5 (first level-up after tutorial) to 70 - then use the same consistent *smooth* curve to balance it out. Right now is a relatively simple, shallow curve up to 60 then a brick wall super-steep curve to 70.
Anyone unfamiliar with what's going on will quickly proclaim "WTF!" Did the game just BREAK!?".
If they take all the XP that is required from 60 to 70 and redistribute it through all levels it won't be so painful; it would be a more natural progression and "feel right". So if they refuse to lower the XP requirements, then this is next best thing they can do.
So you want to fix it by slowing down the already perfect leveling from 60 to 70? Meh.
No - slowing down 5-60; speeding up 61-70 so it's an even curve. Context is your friend. It's shouldn't be 5-60 in two hours then 61-70 in three weeks. (Obvious exaggeration to make my point).
I can hit lvl 60 skipping at least half of the zones out there. so while i voted yes for too high its really a smooth out leveling so that 60-70 can be done in the 4 ee zones and make the other zones worth visiting.
and bring back the dang dungeons already. i can understand needing to rework the E versions but i dont understand why the pre 70 versions needed to be removed.
Comments
Neverwinter Census 2017
All posts pending disapproval by Cecilia
6 hours! to gain 1 level with a additional 136% exp modified. Remove the double week and you are talking about around ten hours for each level.. thats around 100 hours of grinding.. GWFs and CWs will blow through stuff quicker, so make it around 8 hours with no double week for them. But paladins are not the slowest, GFS and DCs traited protector and heal traits will even be worse off.
Im not fully twinked or anything on this toon, Ive had toons with full xvim sets and loads of other things, sure. But you are talking about 500k investment using all of that or more..
A new player cant even afford to drop what IVe dropped on this pally, they wont have a few hundred k to level up with!
When you are talking 100 hours of GAME play just to reach thier effing end game, I DO not see how this benefits a company at all.. Why would I spend any money on a game I cant reach end game on, I wont, nor will tens of thousands of other players.
The only time its EVEN feasible to level is during double weeks now. I just part alts at 60 and wait for them.
How is this good for the game at any level?
Level 1-30 is good. Early levels should be relatively quick.
Level 30-60 is too fast. You can reach 60 with no XP bonuses without doing half the content. These levels should be slowed down. However, we should still feel like we are advancing. To do this, I would like to see two things:
- Another Campaign like Tyranny of Dragons that can be done pre-60.
- Encourage slotting enchantments at low levels.
My suggestion to accomplish the latter would be to add a transfer option to enchantments that lets you specify a piece of equipment to move it to at about half the cost of un-slotting it to inventory. It should take longer to reach 60, but when we get there we should have Rank 7 enchants and a handful of boons.Level 60-70 is actually about right for the highest levels in the game. While leveling, we will also be working on boons, refining artifacts and enchantments and acquiring gear.
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One thing I liked about NWO compared to some previous games I played was that I never felt like I started to stagnate in terms of leveling up. The pre-60 content was nice because as long as you just kept running the gold quests, you'd always be about the right level (or higher). 61+ wasn't like that, of course-unless you count vigilance quests, which you really shouldn't because holy HAMSTER that was awful.
As I've said before, a restructuring of how the XP is earned could work fine, but it just needs to ensure that there's enough stuff to do to justify the time. The time it takes to get there isn't necessarily bad, it's what you're doing in the meantime.
REALLY?? Content? Like mind numbing Grinding for 10 hrs. a day? Seriously, if it had ANY real Story to it it may not have been so bad, but to do 192 quest, most of which is just repeating over and over and over and over is just.. wrong. PLEASE stop the madness and pleasing the few and bring it back to a DECENT level.
No problem from group 1, they're through it, and probably already had quite a few overload power points. Now comes group 2, people returning and new players, all of a sudden what was a breeze for group1 looms over them like the Matterhorn. There's fewer players in the zones, they're scattered on different vigilance quests, the exp required has doubled, the mobs take longer to kill (Due to the extra HP -damage balancing), and it's feels like sheer frustration.
I am curious how you reached 70 before Spinward Rise with the new xp requirements, unless you leveled over so many days that the bonus xp from invocation was a major part of your xp gain.
I just leveled a devotion paladin from 0 - 69.3 during this double-xp event. After 60, I did the ToD and EE seed dailies every day, then spent the rest of the time in the EE zones. I did all the sub-zones and ended up with my MH from Spinward with more than half a level to go. So I'm looking at some extra grinding in the EE zones to finish off that last half-level before I can actually use the weapon.
Without double xp, I would be much farther away from 70.
Of course, without the time limit of the double xp event I wouldn't have tried to level so quickly, and would have gotten more xp from daily invocation.
To keep things interesting and moving along, I have been doing the Tyranny of Dragons questline. Visiting the Harper everyday was fun until I hit the Lair quests. Likewise, I've just been to Well of Dragons and picked up my first three quests there. Two made sense as an introduction to the area (break the bone waggons and visit the sights) but somehow being told to go rescue the sacrificial victims from the Cult Prison seems a bit over the top for new arrivals.
So what is all this waffling about ? The experience requirements to get from lvl 60 - lvl 70 are way too high. If you take the EE route, it drains all the fun from the game. The quests, are just tedious, dull and soul destroying. It doesn't help that the 'light at the end of the tunnel' gets further and further away every time you go up a level. I was fortunate enough to get my main character through this nightmare when Mod 6 first appeared and that was bad enough. The increased xp requirements have stopped me bothering with an alt until just recently when I was getting so bored with the game that I needed a new distraction. To make things closer to being tolerable, I have donated 5 Rank 7 Azure enchants to my alt to give him a 55% boost on xp, which has definitely helped things along nicely. I should finish Spinward in about a week or so, then I will wave bye-bye to the EE areas forever and complete his journey to lvl 70 on other content. Maybe some of this will be found in Strongholds, but I rather doubt it.
This game is supposed to be fun. That's what games are supposed to be and why I play them. The challenge of getting from lvl 60 to lvl 70 is anything but fun. Somethng really needs to be done about this and soon.
Sure it is. They don't have to have all the EE maps be sub 70. If they wanted to they could let us hit 70 in Rothe Valley even. If they wanted to they could make any of the EE content relevant towards making your character ready for Dread Ring, Sharandar, and WoD. As is you only grind through them because you need the XP. That means that you're spending more time purely grinding XP. So yes, time is relevant because the way XP is currently done you waste too much time on pointless BS.
And this isn't even getting into the fact that they make the 1-60 content irrelevant because you can practically just invoke past half of it. On all but two of my characters the only maps I've bothered with prior to 60 are Neverdeath, Blacklake, and Blackdagger ruins. I only bother with Neverdeath to hit 30 and get a bag. I only bothered with blackdagger to get the artifact quest. If they really wanted to make the game feel less of a grind they would spread the levels out through content more evenly.
Things change depressingly with zen underwear set (+20% XP) and x2 event, i could skip easily half if not more of zones in 30-60 range. Helms (started at 33 LOL), Ice, Valley, 1 part of Caverns - level 60!
Without boosters zones 30-60 are fine. I agree people usually hit 60 before third if not second part of quests in Caverns and leave. These parts are actually demanding for new players and it used to worth to gear up before doing normal Dread Vault dungeon.
— (The unwritten rule)
As far as I could tell (and I left as soon as possible) not even the
tougher Bosses drop anything of interest.
http://www.arcgames.com/en/forums/neverwinter/#/discussion/1203253/flogging-a-dead-horse
And now I'm running Azures for the bonus xp PLUS using the xp shirt and pants from the zen store. All in all, it's a miserable experience to do on 1 toon, nevertheless if you actually wanted to get 1 of every class to 70...
They need to just add up all the XP required to get from level 5 (first level-up after tutorial) to 70 - then use the same consistent *smooth* curve to balance it out. Right now is a relatively simple, shallow curve up to 60 then a brick wall super-steep curve to 70.
Anyone unfamiliar with what's going on will quickly proclaim "WTF!" Did the game just BREAK!?".
If they take all the XP that is required from 60 to 70 and redistribute it through all levels it won't be so painful; it would be a more natural progression and "feel right". So if they refuse to lower the XP requirements, then this is next best thing they can do.
and bring back the dang dungeons already. i can understand needing to rework the E versions but i dont understand why the pre 70 versions needed to be removed.