Having had some time to mull the recent changes such as the removal of the last few AD-tasks from leadership. I'd be a lot less frustrated and upset had they made changes at the same time. For example, leadership - they took away the AD from 3 tasks, left them the same otherwise. What's the point? Who would run those tasks now? Why not make changes to those tasks so they are worthwhile? So many leadership tasks take so long for so little bang without the AD piece. Why wasn't something added back in for what was taken out? Does it really require that much to do so? Why not? Why would anyone use the task that gives you refugees, now that the tasks that used refugees is virtually useless?
I really do not understand why something hasn't been done to balance out (dare I use that phrase) the leadership tasks. There is no reason it should take so much longer to level up vs the other professions now that the AD are all gone.
What are your thoughts on improvements they could make to leadership? It has some lovely tasks, I just think it needs some improvement.
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"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
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On a side note - the leftover AD tasks were a timesink anyway (probably stayed unnoticed since the nerf cause rare)
As someone explained to you in your other topic (if i am not mistaking you) - they were not worth your time anyway.
Imo buff up refinement items drop and make them BoA.
zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
We cant have a system that allows bots to level up with ease outside the game.
Yes, that was complete sarcasm. But I still think it will happen.
zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
This crate contains one of:
In addition a 50% speed up of leadership leveling.
Lets face it EVERY task lower then 21 at most is useless.. that is alot of time waiting for making a entire line of profession useful
now it only good for collecting the refines and very weak marks, also some vouchers, but no good if some players are not in any guilds.
as i see, it really need a complete full overhaul format. i already posted my suggestions and it was buried deep in pages of forgotten topics. moderators forbid any old links and being relinks get reposted.
edited to add:
they should start with few steps by steps stage.
first task, find local bandits/scout party mobs to drop hints/maps
2nd task, locate hidden caches of "keys" or lodestones for specific strongholds/cavern lairs
3rd task/final, locate stronghold/cavern leaders/chests, or liberated refugees.
then using any refugees for new crafters, with chances of creating new green crafters with new 3 tier format, tier 1 get any refines, marks or a raw gem (citris* gem, would need jeweler to refine them), if landed a tier 2 results, get 1 new green profession crafter (random), and if tier 3 result got landed, it would get any random green access item.
* citris gem are worth 250 pts when finished, refined by jeweler masters.