3shirtlessmen
Dalayan Beginner
Ok, my dislike of the rest xp system stems from an understanding that after awhile, it goes negative.. just like going from new zone to old zone bonus. I am a pretty casual player.. but if I get into a solid grinding day (rare, but possible), I don't want to be penalized for doing so.
I think you make a great point, actually. I really dislike seeing my 25% bonus drop for doing work in a zone. I see the reasoning - force players from zone to zone so there are camps for everyone, which makes sense, but as you said it, it's actually a penalty.
I think Dawntide offers a system where if you kill say, 100 orcs, that you gain some % more per orc kill. I think that is a cool (and fun) way around this penalty.
As for applying the rest xp bonus, couldn't that be applied after the adventure band split, just like the new area bonus?
My thoughts exactly.
As for the endure/resist spells, they are what they are. The huge gap between getting the first to the last for a class, even those that only get 3 of 5, would make it tough to choose how to do it. And, as said before, it would be OP to do all 5 resists early on. Maybe a spell later, say level 50 or so, that is a combination of the 5, but for less on each than having all 5 on would be a good solution. A quest for "Protection from the Elements" would be an excellent way of adding it in, also. That way, you could have the combined buff on, but if you chose individual buffs, you'd gain more benefit at the cost of buff slots.
There is many spells that are complete hold-overs from the way live did them, the endure/resist series being one of them. I'd do some kind of replacement for the enchanter strength/rune series long before the endure/resist lines.
Good thoughts.