If I do nothing else no dungeons no skirmishes and no foundry content I still outlevel the content by entire zones.
Please add an option to mentor or outright block exp so the content can continue to be challenging. When it goes too fast even when I am only doing 3 to 5 quests per zone it gets boring as hell. I want to feel true progress and achievement as I experience the areas. right now I am micromanaging my kills to not get enough exp to outlevel a skirmish before I do its quest or to actually have final bosses in a zone be a challenge.
The out leveling zones issue was recently brought up again to possibly be addressed in the relative future. I know I personally skipped almost 3 zones while leveling my main when I was focusing on the hourly content events and dailies.
How about new cap, says level 90. *** GWF with nothing else to do (thanks for beingb not wanted on any dungeon runs = BROKEN CLASS), give us something to log in more, right now we are only doing spark quest and pray which can be done in less than 30mins, then have to log out and do something else besides your game.. lol, give us something to stay ingame. OR remove GWF from its bondage of "5 target caps and distributed damage". RELEASE the GWF and maybe then the class would be wanted on Dungeon runs.
The biggest problem as I see it, is that I've always believed that you should do the zone first, then do the dungeon which 'completes' the zone, but 9/10 times, you will have outlevelled the zone, by the time that happens.
In CO they have *special mobs* in the different events, with a skull in their lv picture that mean it will be a challenge but not unbeatable as it adjust to your level rating.
GW1 created the Mercenary, Hero System but this was to address the High difficulty of dungeons and other similar difficult content where u could go and customize or had really BUFF up Merck's that could actually help you on your 5 man content when u couldn't find a good party or was missing a few. It be a good incentive (Zen, Money, AD) since we already have so many companions and their different roles to chose from. The new Star Wars has some pretty bad a$$ RPG companion system for your solo story...they fall in love become enemies, friends, have different personalities etc... very appealing stuff to invest on.
GW2 they seem to address this problem with a zone lv Cap and depending on lv appropriate rewards, also they added incentives for players to actually complete content and get the perks of it.
There are many ways to address this this issue in the games, (mentoring/sidekick etc.) its a matter of think it through a bit, test it then deploy it.
I personally love how GW2 and GW1 companion system, address this issue and its really great... feels rewarding, but that's just my opinion.
I still love this game and seeing the content of D&D 4e come to life like it does! But taking action on this early would help a lot the game, as SOO much is lost when the you out rank the content or cant do the content because you cant find a descent party (guilds included). Just beta tested and see what comes out...one you chose your solution to the issue.
snoman321Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 22Arc User
edited September 2013
I'd like to support this idea. I'd welcome any or all of the following options:
- ability to "turn off" receipt of Leadership and/or Invocation XP (with alternate rewards as icing on the cake).
- ability to turn off receipt of XP altogether and/or for specific forms of content (Skirms, Dungeons, monster kill, etc.)
- ability to turn off auto-leveling. i.e. you actually advance in level when you click a button in a dialogue window instead of automatically once the XP threshold is met.
- ability to "level down" and essentially play as your character was at a previous level, which would also allow for access to content that can be over-leveled, such as queuing for lower level dungeon runs.
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GW1 created the Mercenary, Hero System but this was to address the High difficulty of dungeons and other similar difficult content where u could go and customize or had really BUFF up Merck's that could actually help you on your 5 man content when u couldn't find a good party or was missing a few. It be a good incentive (Zen, Money, AD) since we already have so many companions and their different roles to chose from. The new Star Wars has some pretty bad a$$ RPG companion system for your solo story...they fall in love become enemies, friends, have different personalities etc... very appealing stuff to invest on.
GW2 they seem to address this problem with a zone lv Cap and depending on lv appropriate rewards, also they added incentives for players to actually complete content and get the perks of it.
There are many ways to address this this issue in the games, (mentoring/sidekick etc.) its a matter of think it through a bit, test it then deploy it.
I personally love how GW2 and GW1 companion system, address this issue and its really great... feels rewarding, but that's just my opinion.
I still love this game and seeing the content of D&D 4e come to life like it does! But taking action on this early would help a lot the game, as SOO much is lost when the you out rank the content or cant do the content because you cant find a descent party (guilds included). Just beta tested and see what comes out...one you chose your solution to the issue.
- ability to "turn off" receipt of Leadership and/or Invocation XP (with alternate rewards as icing on the cake).
- ability to turn off receipt of XP altogether and/or for specific forms of content (Skirms, Dungeons, monster kill, etc.)
- ability to turn off auto-leveling. i.e. you actually advance in level when you click a button in a dialogue window instead of automatically once the XP threshold is met.
- ability to "level down" and essentially play as your character was at a previous level, which would also allow for access to content that can be over-leveled, such as queuing for lower level dungeon runs.