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Member
What about the Xp at the end of the dungeon ?
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Contributor
Originally Posted by
ted221
What about the Xp at the end of the dungeon ?
Completion XP appears to be untouched. All they did was nerf XP gain from mob kills while a high level is present.
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ted221 (1 members gave Thanks to Limes for this useful post)
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Member
So something like jade temple at level 83 is like 100k at the end still seems worth running.
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Originally Posted by
Limes
Completion XP appears to be untouched. All they did was nerf XP gain from mob kills while a high level is present.
My friend confirms completion XP still is the same. Mob kills are substantially less xp now. It's not terrible but it's not great either.
Last edited by Teryaki; 02-14-2018 at 11:04 PM.
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Originally Posted by
Teryaki
My friend confirms competition XP still is the same. Mob kills are substantially less xp now. It's not terrible but it's not great either.
You and Limes are the only guys on the web with a rational perspective on this. Wd.
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Limes (1 members gave Thanks to advanta for this useful post)
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Active Member
Man I remember when I posted the orc sea dog glitch! Good times. Great guide man, lots of useful things even with the kill xp being nerfed.
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Contributor
Originally Posted by
advanta
You and Limes are the only guys on the web with a rational perspective on this. Wd.
*slaps advanta*
The official statement is that a bug was introduced with the new scaling of dungeons. More HP yielded more XP appearently. It was changed to around 10% of the actual XP per kill when a high level char is present.
That doesnt make dungeons rewarding. At least the path until the end. It plays into the hands of the movement of players that run through everything, leave out as many groups/mobs as possible including bonus bosses and everything that isnt on the path to the final boss where the only mentionable reward can be found. This is toxic to a game that has random groups. I know because Ive been flamed for pulling one mob too many in a HC dungeon.
Is it me or are changes like this only increasing the chasm between players?
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Elite User
Good that Level Boosts only cost 30 $
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Originally Posted by
Zazs
The official statement is that a bug was introduced with the new scaling of dungeons. More HP yielded more XP appearently. It was changed to around 10% of the actual XP per kill when a high level char is present.
That doesnt make dungeons rewarding. At least the path until the end. It plays into the hands of the movement of players that run through everything, leave out as many groups/mobs as possible including bonus bosses and everything that isnt on the path to the final boss where the only mentionable reward can be found. This is toxic to a game that has random groups. I know because Ive been flamed for pulling one mob too many in a HC dungeon.
Is it me or are changes like this only increasing the chasm between players?
I agree. I wasn't making a political point.
The point was purely scientifc, to say dungeon boosting is fixed, is an overstatement. The tests I have done indicate it is still the fastest method /played. I'd appreciate any data to the contrary.
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Member
Originally Posted by
Zazs
*slaps advanta*
The official statement is that a bug was introduced with the new scaling of dungeons. More HP yielded more XP appearently. It was changed to around 10% of the actual XP per kill when a high level char is present.
That doesnt make dungeons rewarding. At least the path until the end. It plays into the hands of the movement of players that run through everything, leave out as many groups/mobs as possible including bonus bosses and everything that isnt on the path to the final boss where the only mentionable reward can be found. This is toxic to a game that has random groups. I know because Ive been flamed for pulling one mob too many in a HC dungeon.
Is it me or are changes like this only increasing the chasm between players?
i think you misunderstood the change. the exp nerf only happens when you use eg a L110 to boost a L30 through dungeons. when a L60 and L30 queue together they get scaled to the same effective level and exp gain is actually higher post hotfix
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Active Member
Dungeons xp is terrible now , quests much faster
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Contributor
Originally Posted by
kakin
i think you misunderstood the change. the exp nerf only happens when you use eg a L110 to boost a L30 through dungeons. when a L60 and L30 queue together they get scaled to the same effective level and exp gain is actually higher post hotfix
It also happens when you end up in a legion normal dungeon with one 110 and the rest between 101 and 109. I cant say thats intended because that would be really stupid.
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I wasn't trying to argue if this is the best way to level or not, I was just staying what the Nerf did and reporting what my friend was seeing. You just aren't getting the extreme experience per mob like before. Yes, the end completion still gives a good chunk of xp, but I think it comes up to preference, and personally I'd rather just quest so I can avoid the instance limit. I still think with the right setup this is the best way to get leveled up with /played.
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Member
Loving this! sub'd