I think raid content should yield more exp as well, if its possible with a big mod for the first time a player kills any given raid boss.
Achievement unlocked!
(list of achivements on a chars fomelo)
I think raid content should yield more exp as well, if its possible with a big mod for the first time a player kills any given raid boss.
like buying opus off vendors for 50k rank 1 and 100k rank 2 for people who raided the content and never got what they needed.
P.sure that is exactly what Slaar meant with "another relic hunter".Grows with xp and raid boss kills perhaps?
I think by this he just meant he didn't want something in that would require retarded backfarming of content you're way past.P.sure that is exactly what Slaar meant with "another relic hunter".
P.sure that is exactly what Slaar meant with "another relic hunter".
I
What I propose is a merger of two ideas in this thread:
-A few Tiers/Types of charms (so you can retain the specialized ones) with a reasonable-to-low platinum cost
-They grow in stats via generalized boss kills
-Once a charm is "completed" aka exp'd out you can trade it in and buy the next one up
--The rate at which they grow per boss kill is tailored to the tier of play they are meant for, ie: killing low tier targets with one of the later charms will give diminished results. This would make it so you could have a fairly smooth progression for people doing on-tier stuff instead of Charm #1 takes 50 kills to max out, Charm #2 takes 100, Charm #3 takes 250 etc etc. Obviously if you had, say, the starter charm and were killing higher content it would max out quicker so that people weren't playing catch-up for as long.
Oh also you could have like rotating charm credit bonuses on some less frequented bosses to add incentive for players to do them, basically like blessed zones I guess.
DOUBLE EDIT: You could let people with pre-existing charms trade them in to jump to whatever the new system equivalent is so they don't get cheated by switchover.
I think by this he just meant he didn't want something in that would require retarded backfarming of content you're way past.
What I propose is a merger of two ideas in this thread:
-A few Tiers/Types of charms (so you can retain the specialized ones) with a reasonable-to-low platinum cost
-They grow in stats via generalized boss kills
-Once a charm is "completed" aka exp'd out you can trade it in and buy the next one up
--The rate at which they grow per boss kill is tailored to the tier of play they are meant for, ie: killing low tier targets with one of the later charms will give diminished results. This would make it so you could have a fairly smooth progression for people doing on-tier stuff instead of Charm #1 takes 50 kills to max out, Charm #2 takes 100, Charm #3 takes 250 etc etc. Obviously if you had, say, the starter charm and were killing higher content it would max out quicker so that people weren't playing catch-up for as long.
So basically it would be like Tim the Enchanter has just turned in the first charm the "Newbie's Charm of the Casual Player" which he exp up on tier 1 & 2 targets and he has just bought the second in the line the "Novice's Charm of Complaint Posts". This charm takes, lets say, 50 kills of targets between tiers 2 and 4 to max out. So Tim goes out with his guild <Badname Express> and kills a tier 3 target. "Alright!" says Tim, he's now sitting at 1/50. A guy in Tim's guild says hey guys come help me with this quest I need to kill this raid mob so they go and do that but oh no, this mob was only tier 1! "Fuck you!" says Tim "I should have known better than to help a fellow player for anything other than tangible self-gain!" Tim's charm only goes up by .5 for the kill of this measly mob outside the tier range of the charm bringing him up 1.5/50. A few weeks later Tim is minding his business when out of nowhere he gets a tell from <Nameless High-Tier Guild> "Hey bro" the guy says "we don't have any enchanters because they all died of substance abuse lol come raid this zone with us which will result in a future post complaining about the state of the flagging system" "Well how could I pass this up?!" Tim thinks. So they go to the Spires of Thazeran's Abyss and Tim kills a tier 17 target with them and his weak little charm starts getting really hot to the touch and smoking for a while then goes up by like 5 points!!! Tim's charm is now at 6.5/50 Hurray!
I think a threshold and proper numbers for below tier stuff could make it work