2.3.0 Changes to the High-level Experience Equation

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Javahulk wrote:
guys really...... these changes are all upside down. The lower teir maps needed to get the shaft and the hi teir maps needed to be untouched. Instead you nerfed the highest teir more than the junk maps...

look at more than just total time to level 100 please... the game isn't actually fun anymore


this. it's not too late to fix it before next league..
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Last edited by Entropic_Fire#0222 on Oct 26, 2016, 8:26:41 PM
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Last edited by Entropic_Fire#0222 on Oct 26, 2016, 8:26:57 PM
Why not implement a change where map tiers no longer give experience if you're vastly over the tier level.

For example:
Level 93+ character only gain experience from map tiers 10+.
Level 95+ character only gain experience from map tiers 11+.
etc etc....

Of course GGG would need to increase drop rates of those maps. Maybe make a new currency to trade with Zana where she'll spawn a map appropriate for the characters level or something like that.
The only challenging thing about this grind is not quitting the game sooner.
"In a state of physical balance and security, power, intellectual as well as physical, would be out of place."
- H. G. Wells, The Time Machine
Finally we got some hard data...but this entire thread makes me a Sad Panda.

There isn't much more I can add...but to agree 110% that this last exp nerf was a huge step backwards for the game.

There has to be some equilibrium so the top tier streamers can do their thing while not kicking the rest of us square in the nuts in the process.

We had some great threads going before the last patch encouraging each other to keep grinding for higher levels. I had quit with my highest character at 94 but getting to know the other folks in the thread inspired me to keep going. I had to revamp my gear, gems and play style and in the process I learned a lot more about this game. I met some interesting folks, ended up getting to Lv 97 and had a lot of fun in the process. Yes, high level grinding is tedious for a solo player, but having a community around to support each other made this process a lot more enjoyable.

The recent exp nerf just about killed these threads off. We had a few veterans and new players all sharing their thoughts/ideas/experiences on the high level grind. Isn't this what PoE is supposed to be about - community, challenge and character building? Again, this cool and emerging little micro community was killed off before it really got started. Many of us (myself included) gave up grinding for more levels altogether. I have no more motivation to even try with any of my characters at this point.

We've spoken, GGG. Are you going to listen?

#BuffReds2016
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Darkkrows wrote:
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Chris wrote:
We want to strike a good balance between rewarding progression and a race to 100 that isn't over in ten days each league.
Then you guys should implement Exp fatigue system. The faster the exp a player gain, the more exp penalty he will receive.(and you balance this system around the top players) They still can race within the fatigue system, exp bar still move just slower.

quite a number of MMO implement this trick to stop the no-lifer from leveling 1 character too quick & this system does not punish the more casual players who do not have 14-16hours a day to play the game but still wanted to go max level & have some progression.


100% this.

This exp change is the worst thing to happen in the last few leagues.

You guys clearly don't understand your playerbase at all.

Stop making the game worse for 98% of us to try to "fix problems" that are solely in the top 1%

Also, for a game that is typically very deliberate and honest in its mechanics, this whole actual level differing from "effective level" thing is incredibly stupid.

Also, please let me know which players you've discovered that enjoy this longer grind, because from my perspective this league has the lowest turnout of serious players yet. Tons of regulars are nowhere to be seen... must be because the game is more fun like this.
Team Won
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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.


This is so true. Because some people get everything they need 3 days in the league and rush lvl 100 in no time, ggg wants to nerf everyone but HEY maybe you should realize that there will always be some people breaking the game at some point.

Getting 1 to 2% xp per map past lvl 92ish is just boring. Let the racers and rmters get their lvl 100 in no time and let the other 99% of the playerbase have some fun in your fuc*ing game.

God damn, sometimes I wonder why I buy some packs if the result is as bad as this. Your decision making can be so horrendous sometimes, it's ridiculous.
slow down lvl 100 progression = GREAT. It was always a grind and a grind that should be hard and GRINDY. You already get everything for free, uber gets cleared at lvl 80, most meta builds cost 50c and are finished hard. Xping is the only thing left for ppl that actually wanna play a grind.

What is absolutely wrong though is the over emphasis of ep in yellow maps. Make that grind red not yellow or even better introduce black and make it black. If mods and hp and therefore danger increase by roughly 30% in reds there absolutely must be a solid reason to run red.With item rewards already handed out like cocaine in columbia at least limit ep.

This change is the only reason i have not yet deleted poe for the hope that next patch finally ups mob ep times 10 and mob damage times 2 on top of hard ep curves to finally get anything close to a hard grind again. Atm this game feels more like d3 then what used to be poe and if thats the case one might as well take an optimised engine that doesnt half ones fps on top tier machines because one guy uses a skill.


And to all those omg u took my lvl 100 chance guys ... jeeez get used to lvl 90 again game is broken and easy enough there already. And yes i have a job wife and some friends to care for and still manage to play 100....
Ingame @FlubbyEverywhere domination or @Flubbyy default
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