2.3.0 Changes to the High-level Experience Equation

Leveling to 100 only felt "fast" for people playing such incredible numbers of hours in rotations. It felt positively glacial for the rest. Now it feels even more glacial. Frankly, this and the lab are the two worst aspects of the game.

I suppose we should be grateful for how they fixed it, given they've made lower level maps far more efficient for xp gains than higher level, and lower level are easier to come by. If they truly wanted to be antagonistic towards their player base they could have made it on a character basis ensuring you still had not only the pain of slower leveling but the pain of finding higher tier maps as well.

There are times where I see their game design philosophy and smile, near genius level implementation. Then there are times, like the lab and this, where I wonder if they secretly hate us to our core.
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UnleashedPoE wrote:
Leveling to 100 only felt "fast" for people playing such incredible numbers of hours in rotations. It felt positively glacial for the rest. Now it feels even more glacial. Frankly, this and the lab are the two worst aspects of the game.

I suppose we should be grateful for how they fixed it, given they've made lower level maps far more efficient for xp gains than higher level, and lower level are easier to come by. If they truly wanted to be antagonistic towards their player base they could have made it on a character basis ensuring you still had not only the pain of slower leveling but the pain of finding higher tier maps as well.

There are times where I see their game design philosophy and smile, near genius level implementation. Then there are times, like the lab and this, where I wonder if they secretly hate us to our core.


I could not agree with you any more. Well said.
You still need to do something to make red maps actually worth running....

I don't think many people really dislike a longer grind to 100, but lots of people dislike that it's more efficient to just chain yellow maps than it is to run actually difficult red maps because the risk/reward balance is dog poo in red maps.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Last edited by tackle70#1293 on Jun 28, 2016, 10:54:45 AM
Why does GGG even try so hard for this ''go hard for lvl 100'' thing? They can not stop and still they can not see that? No matter what they do, some players ll find a away to abuse current system. Just adjust a medicore way and leave it, if a player reaches lvl 100 in 1.5 month then leave the choice to him, if he wants to reroll antoher toon or not. It feels like you are so afraid that your game is gonna be consumed too fast. You ve really great game but this ''go hard'' policy really is getting absurd every exp penalty thing... When we look at what you are being about to bring, you just actually remove red tiers, lvl 82 maps become old lvl 78 ones in terms of mob lvl. Then why dont u just remove them and bring old system? People again ll only grind tier 11s cuz risk/reward is so useless beyond tier 11. And we just saw when they increased exp gain from red tiers, tier 14 rotas gave %6 exp at lvl 99 really? We should accept that was too much too. Thats why i said just made a medicore adjusment and leave it as it is. Playing around with these lvl gaps wont help at all as far as we can see.
ing:Jamirryo
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Voroseeg wrote:
The race to 100 was never fast, you just nerfed it based on the streamers that played the game 24/7 with top gear, OP meta builds and +30% packsize Gorge rotations.


+1. You have just made the game worst for us normal people.
really poorly implemented change, not sure how it even makes sense from a design standpoint honestly.
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Chris wrote:

We've found that players who aim for max level enjoy a harder grind to reach this goal.


I completely agree with this statement however I feel the current grind isnt really as hard as it is tedious. For top tier players who push for 100 the race is all about who can spend the most amount of time in front of their computer. I hope that in the future as higher level maps and areas are introduced to the game that things become more challenging and less tedious.
IGN:Dethklok
lllllDanziGGlllll - 100 Ranger ~ HOGM
Mirror Service: View-thread/2479762
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Dethklok wrote:
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Chris wrote:

We've found that players who aim for max level enjoy a harder grind to reach this goal.


I completely agree with this statement however I feel the current grind isnt really as hard as it is tedious. For top tier players who push for 100 the race is all about who can spend the most amount of time in front of their computer. I hope that in the future as higher level maps and areas are introduced to the game that things become more challenging and less tedious.


Yup. Grinding Canyon/Gorge/Plat/Springs does NOT equal a "harder grind".
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Finally o/. Thanks for sharing the info, even if imo it'd have been better to know that at the release of the 2.3. But hey, better late than never i guess :p.

I've updated my little Penalties calculator accordingly.
Last edited by Harest#1598 on Jun 28, 2016, 11:21:16 AM
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Norsferatu wrote:
Worst change ever



Exactly. If they wanted to change this, they should also buff map drops to somehow make up for it.

I died like 10x at level 88 (9/10 due to lag/desyncs) and it took me forever to hit 89 on T7-T8 and the occasional T9. I had to buy 7-8 canyons to get like 3%xp from each of em ( alch and go or chisel - alch and go ).

Many builds require level 90-91 to be or feel complete, the grind is way too much now.


"Wealth in a game is measured by the amount of fun, joy and entertainment you can get out of it".
-Mythabril

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