Haenir
Dalayan Master
Problem (maybe): Rogue experience gain is relatively difficult solo.
Solution: Add an experience component to picking pockets.
E.g. 1st successful theft from a mob that grants xp rewards you with some amount of xp relative to the amount of xp you would gain from killing said mob. 1/4 xp for light blue, 1/2 xp for dark blue, 3/4 xp for white, full xp for yellow and above. Only on unengaged mobs. And no xp gain for the rogue if it kills the mob in a 2 hour time span.
The difficulty of gaining xp solo as a Rogue certainly encourages group play. It would be nice to have some flexibility/ability to progress when a group can't be found.
Solution: Add an experience component to picking pockets.
E.g. 1st successful theft from a mob that grants xp rewards you with some amount of xp relative to the amount of xp you would gain from killing said mob. 1/4 xp for light blue, 1/2 xp for dark blue, 3/4 xp for white, full xp for yellow and above. Only on unengaged mobs. And no xp gain for the rogue if it kills the mob in a 2 hour time span.
The difficulty of gaining xp solo as a Rogue certainly encourages group play. It would be nice to have some flexibility/ability to progress when a group can't be found.