Zuranthium |
06-05-2020 03:46 PM |
Did the zone EXP mods have much of an effect? Also, Kerra Isle was not given enough
As someone who doesn't play right now, but is interested in game changes like the kind they finally implemented, how much impact has there been? Are people actually flocking to Gorge, Runnyeye, Splitpaw, Permafrost, and Temple of Cazic-Thule for exp groups? Are there regular groups going in Kedge Keep?
I find it strange there was a blanket 33% increase to every outdoor zone. A place like Oasis was already heavily overcamped as an exp spot. It's safer to exp outdoors because of having more room to move around, and it doesn't seem like some dungeons are balanced properly now in comparison. Are all of the areas in L-Guk actually being hunted for exp, as they were back in the day? Because why should a more dangerous area like that be giving less exp for an equivalent level of NPC that can be hunted in an easier outdoor area?
Places like L-Guk have valuable loot in comparison to other areas, but that's limited to specific camps. Regular dungeon exp groups that are just trying to play, don't get any extra benefit of loot. Maybe it's too much work to code exp bonuses for each specific NPC in the game, but this is an example of why exp modifiers should really be tied to each NPC, rather than entire zones. Different areas of the same dungeon, or any zone, have much different difficulty levels. A blanket exp mod per zone does not properly reward these things.
Lastly, Kerra Island, constantly one of the least utilized zones in the game, is probably still empty most of the time, right? Why not give that place a bigger boost to try and attract a crowd? If it doesn't even have a better modifier than any typical outdoor zone right now, then this update actually nerfed Kerra Island and made it probably the least worthwhile place in the game.
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