volvov2 said:Just wondering, what zones have only lvl 56+ mobs, Kedge Keep was giving a person with 200+ AAs the penalty. Its hard to pick out what mobs are even worth killing. "Oh look he looks like a strong monster, I hope its 55+ so i dont get an XP penalty." Just seems stupid when you cant find out if a mobs going to give you good XP or not.
Stop whining and wallowing in hyperbole, it's not like you were dying from it before the patch and you couldn't see it.
mr_g said:alright, i forgot that 55 mobs don't summon any more. you're right. gotta find mobs of the appropriate level though. looks like soloing is still possible (while getting ok exp) if i can find the right mobs. i take that one back.
Stop whining and wallowing in hyperbole, it's not like you were dying from it before the patch and you couldn't see it.
i DID notice a slow-down in soloing exp, but i just didn't say anything till i had it black-on-white.
still don't like that change, but if i can find 56+ mobs in areas that offer enough room to kite, then it might be half as terrible. i'll just miss dn, sigh. i loved that zone.
You never get trivial penalty for 56+ mobs.
Aquiring a large number of AA will now make certain mobs give less-than-optimal experience as the risk and challenge of fighting them dwindles. The changes occur at every 50 AA gained post the first 100. Any mob that is below your "challenge" level for your amount of AAs will yield only 80% of its normal experience. Challenge levels are:
* 150 AAs: Level 51.
* 200 AAs: Level 53.
* 250 AAs: Level 55.
* 300 AAs: Level 57.
* 350 AAs: Level 59.
* 400+ AAs: Level 61.
volvov2 said:Just wondering, what zones have only lvl 56+ mobs, Kedge Keep was giving a person with 200+ AAs the penalty. Its hard to pick out what mobs are even worth killing. "Oh look he looks like a strong monster, I hope its 55+ so i dont get an XP penalty." Just seems stupid when you cant find out if a mobs going to give you good XP or not.
soba said:I'm just curious what the reasoning is behind this feature?
For a commercial game it makes sense to slow down the progress of your customers to keep them around longer grinding out AA's but for this server I just don't get it.If someone can only solo or duo due to time constraints (and enjoys this) this feature along with the Old Area Penalty and the destruction of the lands of magic (with no replacement so far, but I don't doubt there will be) it only creates frustration not enjoyment, it limits your choice of exp spots even more.Don't get me wrong I do somewhat agree with the new area bonus/old area penalty but that combined with this has a "stick with no carrot" feel to it.
This isn't a rant, for one thing I agree with the old area penalty,although not with how fast it happens at the lower levels. I know someone had to take quite a lot of time to code this in and that changes like this aren't made without a reason, I'd like to know that reason.
If anyone thinks I am biased in my perspective towards solo/duo I *always* group (cleric main) unless I'm PL'ing an alt in which case the AA penalty does not apply at all.