It's lame, pure and simple. I needed 1 bubble of exp to get an extra power point and normally 3 quests would have done it. Now, even with 2X exp it barely budged it. I really hate to say it but if they don't revert this I can't deal with it anymore. This is beyond poor design.
The extra exp requirement is disguised behind the current 2x exp event as soon as it fades away players will be raging at the time it takes to get from 60-70 and how much it takes to get overflow levels.
Held my tongue to see how it goes. At first blush this looked discouraging and now that I have had a chance to test it out I can confirm it is terrible. With each patch I see more of my friends leave this game and it is very disappointing. A big part of the game is the social interaction and what used to be fun group play. I would be stunned to learn that any of these current developers actually play or enjoy this game. The disconnect is incredible.
Another major change to game play in a maintenance patch. Have to give them credit though, the vaguely mentioned change to XP requirements post 61 and giving us 2XP for a few days after the patch seems to have blinded a large part of the community as to what has happened. I really didn't notice until I tried leveling an alt CW toon I had yesterday and realized it was leveling at the same pace as it normally would post patch without 2XP going on.
XP given, current XP and overflow XP has been adjusted at levels 61+ so that it is more rewarding to do at level content.
Invocation was completely destroyed by this change not affecting it. You get maybe 3 bubbles a day after 60 where before 60 with this 2x exp you get almost 2 levels????? WHY You do dis cryptic?
XP given, current XP and overflow XP has been adjusted at levels 61+ so that it is more rewarding to do at level content.
Invocation was completely destroyed by this change not affecting it. You get maybe 3 bubbles a day after 60 where before 60 with this 2x exp you get almost 2 levels????? WHY You do dis cryptic?
I don't think they understand what "more" rewarding really means. Either that or they just didn't test it...... This is just beyond lame.
I was very tolerant when mod 6 dropped. It was buggy, lots of changes that were all over the map, good and bad. I had faith that things would get corrected and tweaked. While some bugs have been fixed, the game itself is going down the rabbit hole, fast. Increasing the amount of XP needed for overflow rewards is making me want to smash my head against the wall.
This is horrible for toons that are behind, especially after they have all the boons (minus Tiamat grind ones). Which means that I have to play the same content over and over to MAYBE get a power point for nothing too rewarding (since I don't need boons). This also forces me to concentrate on one toon. I just want to throw my hands up in disgust and boredom. I can see the next zen store item, 10,000 zen and you can get ALL your power points in an instant.
Not very friendly to get rank 4 powers now. The older players lucked out on getting easier ways to earn them.
This very much. Although it isn't just new players who have to struggle with the new exp curves, but also anyone who would dream of just now making an alt.
Now I get it, before Mod 6 it was perhaps a little too fast to level up and get overflow levels, so then Mod 6 came out and they changed that with quest rewards in the new 60-70 zones giving about half the usual amount. This took some getting use to but I think they should have stopped there as imo it was indeed more balanced then, since it may have taken a day to get from 69-70 for example but that didn't seem unreasonable.
They really should have stopped there, cos even though they have increased the exp rewards they have more than doubled the exp requirements per level, which is only made bareable by the event weekend and even then it seems slower to me than before the patch. I can see myself giving up on at least levelling alts while it stays like this...
People who hit max level multiple times will not stay in game as long due to losing interest..
True, to a point. It's not necessarily "hit max level" that keeps people interested as much as it is "having something fun and novel to do" that keeps the game interesting.
Mindless repetition is not fun. Doubling XP requirements is not adding anything of interest or of value to the game. Neither can be considered content.
So, now we need even more XP to level up? Who thought this was a good Idea? There is barely any content to speak of, you're telling me that I have to repeat the same mindless and poorly made quests twice or more as much, or buy these booster packs just to have the "same" XP rate as before? Screw that, of all the bad changes that they've made, this is by far the worst one.
At this point, I can see this game sharing the same fate as Champion Online if they keep doing this, why would someone play a game that limits the player that much and with almost no end-game content?
In well of dragon, without double xp, at least you will have + or - 500 xp each group of mobs
Means you need 3570 groups of mobs to have an hypothetic bonus power point
U can also do quest (lvl 70 quest) , that gives you 1500xp, so u need to do them 1190x (without xp from killing mob into those quest, so lets say half : 595 quest )
Yesterday i gained a bonus lvl ( reached 1785k xp ) and i won a black opale ( too bad i dont need them anymore )
Means that i think i'll need something like a month or 2 to have a new chance to have a bonus power point ( if i only spend my time in mob farming )
I'm paladin, i can't kill mobs as fast as the other class ( excepting dc )
Good luck for the new dc and paladin to have those points.
I think i should start to think about having a bo.. to farm, because i don't see where is the fun to farm this amount of mob just to have a little chance chance for the extra point.
I would like to see a video of a cryptic employee farming like a beast to reach that lvl, and his feeling about it, because actually, excepting pvp for big build player, there is no more fun anywhere for ending player game.
If you think socialty in game is the best reason for us to stay, let me tell you that i can talk to my friend in many other way ( facebook, twitter etc.. )
XP given, current XP and overflow XP has been adjusted at levels 61+ so that it is more rewarding to do at level content.
Invocation was completely destroyed by this change not affecting it. You get maybe 3 bubbles a day after 60 where before 60 with this 2x exp you get almost 2 levels????? WHY You do dis cryptic?
I don't think they understand what "more" rewarding really means. Either that or they just didn't test it...... This is just beyond lame.
yeah its almost as though they are doing the opposite intentionally? didnt realize this was a game designed by trolls...
If you think socialty in game is the best reason for us to stay, let me tell you that i can talk to my friend in many other way ( facebook, twitter etc.. )
Regards.
For sociability... two words one number... Guild Wars 2. They won best community in 2013 and their first expansion Heart of Thorns should be releasing soon (I estimate before the Summer is done.) and I do believe they're putting the core game into the expansion to draw in new players as well.
Well, except it is really a level grind... I know I have 3 level 80s and all the other classes between 20-60. The content is around a thousand times larger, but the difficulty is also way up there. I quit them because of Ascended gear and breaking the devs' original promise of no gear chasing grind.
Interesting note though, they released a full game earlier then NWO, have not increased a level cap... have PvP kept separate from PvE so the two skill frameworks do not largely affect one another, and their cash shop is largely for cosmetics (which is 1000% better).
The vigilance quests also offer double the previous amount of XP--which with double XP in place is actually 4x the XP.
But the amount of XP needed for an overflow reward (praise be to RNGesus) has more than doubled, and the XP granted by other repeatable campaign quests, invocation, leadership, and good old grindy monster killing is untouched in this patch. Buffing only vigilance XP means it's overall a massive net loss in the return on gaming time invested.
"More rewarding" maybe in bizarro world. If they had doubled the XP rewards from vigilance tasks, without simultaneously nerfing progression, perhaps these would be more appealing to play as an alternative to campaign areas when you're level capped, or finding *any way* to get from level 60-70 other than using the poorly received vigilance quest system. Poor XP wasn't the only reason people didn't want to do the vigilance tasks more than absolutely necessary, and making them the aspect of the game that has the most potential for filling up an increasingly bigger overflow bucket isn't going to make these quests any less boring or aggravating (and face it, even with the various fixes, very few of them are enjoyable to do more than once, and in a lot cases, once is a stretch).
Remember that campaign quest XP was given a hefty nerf when the vigilance tasks were first rolled out, and the amount of XP required for an overflow reward was increased at the same time. And the initially overlooked Tyranny dailies were given a follow-up nerf to bring them in line with the others. Doing any repeatable missions of your choice gave roughly equivalent progress, at a slower rate than pre-M6. Now that choice has been taken away. Even if you don't feel like you're being railroaded into buying XP boosters, you're being railroaded into the content that players have for the most part looked at and said "no, thank you, I'd rather go feed myself to Tiamat again".
As far as I've ever seen, Neverwinter has been given much more praise over the rapid levelling progression than criticism from gamers who feel that it should take months to gain a level in an MMO. And those who feel that levels 1-60 sped by too quickly feel that way because they worry about missing out on the engaging bits of the storyline, not because they wanted to be bogged down in endless repetitive drudgery.
I had been doing some questing on all my characters every week, even if it was just one Portal/Culling combo, and some Return on Investment for the ones that I don't play much, because that little bit of progress was still adding up noticeably. Now? I can't really see a lot of justification for bothering.
At this point, I can see this game sharing the same fate as Champion Online ...
Don't you mean, City of Heroes? I have a feeling that Protector's Enclave and Paragon City will be very congruent.
COH was actually a tremendous game that was most certainly not P2W. As long as your toon was 50 and had at the very minimum a few orange sets and a few of the Avatar feats (whatever they were called in DJ Zero party mission zone), then you could be highly effective in PVP. Even my AR/En blaster with no points or slots in melee attacks could do substantial work.
Hell, the best PVPer in the game (our lord and savior Twixt) had some miserable gear. The 2nd best PVPer in the game JoJo the Bunny had awesome gear, but he could be taken down by a good team of heroes.
The vigilance quests also offer double the previous amount of XP--which with double XP in place is actually 4x the XP.
Are you sure of this?
I'm trying to level up my level 60 SW in Drowned Shores. Each vigilance task gives less than 7k XP (with 21% multiplier), which means, I need to do more than 40 vigilance tasks in the first area of the Drowned Shores just to get from level 60 to 61!
What is the reasoning behind that?
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
The vigilance quests also offer double the previous amount of XP--which with double XP in place is actually 4x the XP.
Are you sure of this?
I'm trying to level up my level 60 SW in Drowned Shores. Each vigilance task gives less than 7k XP (with 21% multiplier), which means, I need to do more than 40 vigilance tasks in the first area of the Drowned Shores just to get from level 60 to 61!
What is the reasoning behind that?
Vigilance tasks used to give about 1.7k XP each (that's with whatever modifiers I was carrying), the same as the majority of campaign daily quests still do.
The vigilance quests also offer double the previous amount of XP--which with double XP in place is actually 4x the XP.
Are you sure of this?
I'm trying to level up my level 60 SW in Drowned Shores. Each vigilance task gives less than 7k XP (with 21% multiplier), which means, I need to do more than 40 vigilance tasks in the first area of the Drowned Shores just to get from level 60 to 61!
What is the reasoning behind that?
Vigilance tasks used to give about 1.7k XP each (that's with whatever modifiers I was carrying), the same as the majority of campaign daily quests still do.
It's not about the amount of the XP each one gives, but the proportion to how much it's needed to achieve one level.
What in your opinion, is the amount of tasks one should complete in each area before passing onto the next? And by area I mean a region of the map (like the first 16 tasks in Drowned Shores or whatever other place). If you are not a power player that can log in more than 6 hours per day, I say that 40+ is not reasonable.
Comments
I don't think they understand what "more" rewarding really means. Either that or they just didn't test it...... This is just beyond lame.
This is horrible for toons that are behind, especially after they have all the boons (minus Tiamat grind ones). Which means that I have to play the same content over and over to MAYBE get a power point for nothing too rewarding (since I don't need boons). This also forces me to concentrate on one toon. I just want to throw my hands up in disgust and boredom. I can see the next zen store item, 10,000 zen and you can get ALL your power points in an instant.
This very much. Although it isn't just new players who have to struggle with the new exp curves, but also anyone who would dream of just now making an alt.
They really should have stopped there, cos even though they have increased the exp rewards they have more than doubled the exp requirements per level, which is only made bareable by the event weekend and even then it seems slower to me than before the patch. I can see myself giving up on at least levelling alts while it stays like this...
True, to a point. It's not necessarily "hit max level" that keeps people interested as much as it is "having something fun and novel to do" that keeps the game interesting.
Mindless repetition is not fun. Doubling XP requirements is not adding anything of interest or of value to the game. Neither can be considered content.
At this point, I can see this game sharing the same fate as Champion Online if they keep doing this, why would someone play a game that limits the player that much and with almost no end-game content?
In well of dragon, without double xp, at least you will have + or - 500 xp each group of mobs
Means you need 3570 groups of mobs to have an hypothetic bonus power point
U can also do quest (lvl 70 quest) , that gives you 1500xp, so u need to do them 1190x (without xp from killing mob into those quest, so lets say half : 595 quest )
Yesterday i gained a bonus lvl ( reached 1785k xp ) and i won a black opale ( too bad i dont need them anymore )
Means that i think i'll need something like a month or 2 to have a new chance to have a bonus power point ( if i only spend my time in mob farming )
I'm paladin, i can't kill mobs as fast as the other class ( excepting dc )
Good luck for the new dc and paladin to have those points.
I think i should start to think about having a bo.. to farm, because i don't see where is the fun to farm this amount of mob just to have a little chance chance for the extra point.
I would like to see a video of a cryptic employee farming like a beast to reach that lvl, and his feeling about it, because actually, excepting pvp for big build player, there is no more fun anywhere for ending player game.
If you think socialty in game is the best reason for us to stay, let me tell you that i can talk to my friend in many other way ( facebook, twitter etc.. )
Regards.
yeah its almost as though they are doing the opposite intentionally? didnt realize this was a game designed by trolls...
Well, except it is really a level grind... I know I have 3 level 80s and all the other classes between 20-60. The content is around a thousand times larger, but the difficulty is also way up there. I quit them because of Ascended gear and breaking the devs' original promise of no gear chasing grind.
Interesting note though, they released a full game earlier then NWO, have not increased a level cap... have PvP kept separate from PvE so the two skill frameworks do not largely affect one another, and their cash shop is largely for cosmetics (which is 1000% better).
glassdoor.com - Cryptic Studios Review
Don't you mean, City of Heroes? I have a feeling that Protector's Enclave and Paragon City will be very congruent.
But the amount of XP needed for an overflow reward (praise be to RNGesus) has more than doubled, and the XP granted by other repeatable campaign quests, invocation, leadership, and good old grindy monster killing is untouched in this patch. Buffing only vigilance XP means it's overall a massive net loss in the return on gaming time invested.
"More rewarding" maybe in bizarro world. If they had doubled the XP rewards from vigilance tasks, without simultaneously nerfing progression, perhaps these would be more appealing to play as an alternative to campaign areas when you're level capped, or finding *any way* to get from level 60-70 other than using the poorly received vigilance quest system. Poor XP wasn't the only reason people didn't want to do the vigilance tasks more than absolutely necessary, and making them the aspect of the game that has the most potential for filling up an increasingly bigger overflow bucket isn't going to make these quests any less boring or aggravating (and face it, even with the various fixes, very few of them are enjoyable to do more than once, and in a lot cases, once is a stretch).
Remember that campaign quest XP was given a hefty nerf when the vigilance tasks were first rolled out, and the amount of XP required for an overflow reward was increased at the same time. And the initially overlooked Tyranny dailies were given a follow-up nerf to bring them in line with the others. Doing any repeatable missions of your choice gave roughly equivalent progress, at a slower rate than pre-M6. Now that choice has been taken away. Even if you don't feel like you're being railroaded into buying XP boosters, you're being railroaded into the content that players have for the most part looked at and said "no, thank you, I'd rather go feed myself to Tiamat again".
As far as I've ever seen, Neverwinter has been given much more praise over the rapid levelling progression than criticism from gamers who feel that it should take months to gain a level in an MMO. And those who feel that levels 1-60 sped by too quickly feel that way because they worry about missing out on the engaging bits of the storyline, not because they wanted to be bogged down in endless repetitive drudgery.
I had been doing some questing on all my characters every week, even if it was just one Portal/Culling combo, and some Return on Investment for the ones that I don't play much, because that little bit of progress was still adding up noticeably. Now? I can't really see a lot of justification for bothering.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
COH was actually a tremendous game that was most certainly not P2W. As long as your toon was 50 and had at the very minimum a few orange sets and a few of the Avatar feats (whatever they were called in DJ Zero party mission zone), then you could be highly effective in PVP. Even my AR/En blaster with no points or slots in melee attacks could do substantial work.
Hell, the best PVPer in the game (our lord and savior Twixt) had some miserable gear. The 2nd best PVPer in the game JoJo the Bunny had awesome gear, but he could be taken down by a good team of heroes.
COH was infinitely more balanced than NWO.
Are you sure of this?
I'm trying to level up my level 60 SW in Drowned Shores. Each vigilance task gives less than 7k XP (with 21% multiplier), which means, I need to do more than 40 vigilance tasks in the first area of the Drowned Shores just to get from level 60 to 61!
What is the reasoning behind that?
Vigilance tasks used to give about 1.7k XP each (that's with whatever modifiers I was carrying), the same as the majority of campaign daily quests still do.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
It's not about the amount of the XP each one gives, but the proportion to how much it's needed to achieve one level.
What in your opinion, is the amount of tasks one should complete in each area before passing onto the next? And by area I mean a region of the map (like the first 16 tasks in Drowned Shores or whatever other place). If you are not a power player that can log in more than 6 hours per day, I say that 40+ is not reasonable.
EDIT: grammar