Quote:
Originally Posted by Bumamgar
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Charms, one post is enough, you've made your position clear. You probably should tone down the personal attacks as well.
Everything is "being looked at" folks. Everything. From XP, to Spells, to skeleton models, to mob walk speed, etc.
Some stuff will get changed, some won't.
Like I said, I think that solo XP is still out of wack compared to how it was on classic. Frankly, I don't think it is a problem with the XP formula, however. I think that the problem lies in a variety of factors, all of which add up to a risk/reward situation for certain classes that enable them to solo content with minimal risk that should be extremely risky and involve significant downtime. It's a complex problem and involves lots of systems, including AC, mob damage, resist rates, etc. All of which are being looked at and tweaked, by all developers, and not just me.
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Yet some classes can solo better than others because of how the classic game mechanics were designed. It's easy to research a good XP camp, solo camp, farm camp, etc. because it's all been done before. Not all spots are equal in regards to these factors though. (obviously) Not every person who's playing a class that can solo will end up with a camp that provides 100% max efficiency regarding xp, loot, low risk factor, and all the other variables - not to even mention that the vast majority of the few 'sweet spots' that do offer decent loot/xp/risk are already camped.
A solid group would offer any one of the solo classes steady xp, lower risk, a social element, and better loot camps. (assuming you're not solo camping lguk @ 50 for ex.)
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I agree with you though that the behind-the-scenes systems need to be as close to classic as possible; I just don't feel that tweaking them will really hurt soloing unless it was intentionally made to do so.
Please don't intentionally do so.
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