Thread: Red 200+ pop
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Old 04-28-2014, 10:20 AM
Kergan Kergan is offline
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Quote:
Originally Posted by Derubael [You must be logged in to view images. Log in or Register.]
400% at level 1, 200% at 50+ with the old bonus.

Keep in mind, with the new 290% bonus, its split between 6 people. Example:

Mob gives 1000 xp. 6 people in group, 2.9 modifier. That's 3900/6 = 650, or a little over a 1/3 of what you'd get solo (which, with a .5 modifier, would be 1500).

With the old bonus that same mob would give 3000xp solo at level 50+. Or 5000 at level 1. I think we found a nice middle ground, and it's really encouraging people to group. We played with these numbers a lot, and the original plan was .2 per group member, but ultimately settled on .4 because of the way it was split between group members.
Isn't the max penalty you can get as an iksar/troll SK for example around 40%? So the .4 is nice in the sense that nobody will ever subtract exp per kill from another group member. I mean, I guess they won't get the max bonus but lack of addition isn't really subtraction.

Was there any thought given to removing hybrid penalties as part of this change? The whole concept is flawed, hybrids were originally supposed to be more in the vein of old school D&D multiclassing which made your character more powerful. They abandoned that very early in beta but it took until Velious to remove the penalty for some reason. We know it's coming anyway maybe just nuke it now so new players can just pick whatever they want without that consideration?

Not like its a big deal if it stays in, exp is still fast enough in a group that you don't notice it that much but I did notice a bit of hybrid bias happening last night like it does on blue.