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New EE XP changes

sabiwensabiwen Member Posts: 55 Arc User
From my understanding; it doesn't seem like the new EE XP fix is going to make things 'any faster'. Just less tedious.
On preview, EE missions were about 3k more XP (and the first quest that gives you the 8/8 is about 2.5 times as much). But since you only do 8 missions vs. 16, it doesnt seem like the XP adds up to make it any faster at all (maybe even slower and less XP).

Maybe my math is wrong, but it actually seems like less XP.

16 quests x 15000 = 240,000 + initial quest is about 258,000.
8 quests x 18000 = 144,000 + initial quest is about 190,000.

Seems like less XP now.

Comments

  • fenyxdrayvenfenyxdrayven Member Posts: 59 Arc User
    thats 190k xp gained in half the time it used to take to earn 258. If you did 16 quests at the new XP rate, a direct comparison instead of the skewered logic a lot of people seem to be taking towards this, you should be getting around 380k xp for doing the same amount that used to give you 258k xp. The bonus side is that you dont 'have' to do 48 vigilance tasks in spinward to get your wep, you just have to do 24 instead.
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  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    As I thought. You'd still need to spend more time than originally in say Spinward Rise. As someone else pointed out, going to SR at lvl 69 and completing the quests in all three areas took you well into lvl 70. How many more Vigilance quests are needed now to get you from 69 to 70 with new changes? Still a cr@ptonne I reckon.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    Add to it the daily "EE Support" sort of quests the Master of Coin gives in the SH. I think that's an additional 8k XP per day.

    But.. you'll still be grinding out EE quests with the MoC's daily quest in order to be able to actually use the mainhand weapon that you're going to get at level 66 or so.

    I understand the reasoning behind the insane amount of XP required to level once you hit 60 (then the ludicrous amount to "fake level" after 70), as well as the nearly impossible nature of "end game" and the T2 dungeons. But that was all just bad DMing. :-(

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    "...I grab my wiener and charge!" - ironzerg79
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    Actually the reduction of the number of quests is really good news. How exactly you get possible missing XP (Quest XP is a lot, but kill XP are another matter entirely...) is up to you. If you're lazy and not in a hurry, invoking and LShip can probably also do the trick within a decent enough time frame...
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    I got to lvl 66 on my GWF alt during the double XP event. In getting there I completed Drowned Shore and Reclamation Rock as well as 10/16 in the first zone of Spinward Rise. I abruptly stopped there and decided to do ToD dailies only. I've since unlocked all five Dragon zones and am now halfway into 67 doing just that every day. I may now thrash out the remaining two zones in SR just to get the MH but I'll be damned if I spend any more time than necessary in the EE zones just to get to lvl 70.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    I think people are just looking at all of this wrong.

    First, what @fenyxdrayven says need to be taken into account. THEN you should also consider that the "takes longer to complete Vigilance quests" aspects is the "requirement" to complete the quest-line.
    • The real benefits, however, are not being considered:
    • Each encounter combat session should go a little quicker (mobs have less HP)
    • Completing the requirements (Vigilance Quest: 8-count) will shorten the time by half for each NPC that gives it.
    • Nothing says you cannot continue voluntarily doing individual Vigilance quests in any of the EE zones to farm XP.

    Hence, achieving the completion of the Vigilance requirement to receive your Main Hand Artifact will have faster and easier. This is separate from the goal of reaching level 70 (and earning your Off-hand) - which is XP-based (obviously enough).

    Thus, the smart person who wants to complete the Vigilance requirements (all of them) will have an easier, faster time. If she relies only on those required quests to level-up she will take a longer time. Though she can still accept individual Vigilance quests from the individual NPCs that give them, even if you've already completed the "Complete 8 Vigilance Tasks" main quest; farm the XP off those NPCs.

    I've personally found the first zone of Reclamation Rock to be fun to farm XP in exactly that way, and some of those individual Vigilance quests give some decent XP.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    Generally when a gaming company increases lvl cap they make new questing areas for you to reach the new lvl cap in. This was achievable in NW on launch of Mod 6 even if it was excruciatingly boring. Now after the second adjustment it still won't be attainable meaning that you still have to scrap around in either the new zones or others for hours upon hours grinding the XP required to reach lvl 70. That's what I find issue with.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    ...which would better be addressed by lowering the per level amounts.

  • darkstarcrashdarkstarcrash Member, NW M9 Playtest Posts: 1,382 Arc User
    You should be running SH dailies and ToD dailies simultaneously with vigilance tasks and the two Seed dailies.

    Those plus xp from invoking and Leadership should get you to 70, if they re-tuned properly.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    XP in this game is a nightmare. I spent the entire patch trying to figure it all out (based on the numbers currently published in the Wiki, which yes, I realize could be wrong)...

    But case-in-point... XP per quest in "endgame" should be more than XP in EE.. even if it's just 20 or 30 XP more.

    But I dunno.... I burned out my brain trying to figure it all out.
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    "...I grab my wiener and charge!" - ironzerg79
  • iamtylerhakesiamtylerhakes Member Posts: 28 Arc User
    I haven't leveled from 60-70 since the XP changes, but is there really such a mismatch or are people just complaining because they slowed down the progression a bit?

    On both of my lvl 70 chars, I skipped about half of EE and just went straight into Spinward to go for my Main Hand. Seems like with all of the adjustments, it might be right in line that if you do *all* of EE from level 60, that you'd end up near 70 by the time you're done. Is this not the case?

    That's, of course, without considering XP you'd get from ToD dailies, invoking, etc.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    Before today's patch there was no chance in the nine hells that I would have gotten close to lvl 70 by completing all the EE zones, which I did manage just after Mod 6 launched. So far on my GWF I got to lvl 67 by doing ToD dailies, Drowned Shore, Reclamation Rock and half the first zone in Spinward Rise, having only skipped Fiery Pit. Had I completed both FP and SR I may have gotten to 69 perhaps or close, still leaving me, what, over a million XP short of lvl 70?
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
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