padreigh
05-14-2008, 08:26 AM
1st: Fatigue sucks, XPdrop sucks.
2nd: XPScrolls are unfair, the time needed to kill 1 mob for Hunter or Marks, Knight or Barb, Warlock or Conjurer differs hugely - aggressive Classes get more mobs killed/time then defensives (example: SC, normal hit = mob death - 7s+10s cooldown; knight needs more time to kill so less mobs/scroll = less XP per scroll = longer lvling. go figure)
3rd: Ranged classes got advantages about meleeones wich have to run much more to get to a mob. Grouping between ranged and melee wont work because either mob is killed by ranged attacks - or runs past meleeppl to ranged that attacked first - or get killed by too powerfull warlockspells (wich gives him much xp - others nothing) - or get Soutcrossed (so ranged wont get much xp).
4th: Conjurers on Zarkit+Staff setup with some mental are killing machines for mobs - no rest due to selfheal, no manaprobs due to ambitious sacrifice, 240+ normal hits due to staff enchantments on a fast+25% pace (lvl 48: easy 150k xp/h solo with 100%booster). Problem with that - they cant support others, got only minor healing powers, they can hunt and fight at forts but only by killing themselfs not by fullfilling a healing/supporting role for the better of all - with that setup they cant get xp due to the xillion times reported xp bugs on auras, heals, buffs and so on.
Thats all OLD stuff, before the change the slower classes could compensate by playing more - now they get capped at 3h playtime PLUS they dont get as much XP in those 3h because they need more time/mob.
So after 3h they will go to WZ, hunting others lvling theire (dont tell me to lvl in inner realm, the mob density and respawnrate for 46+ as well as the lvl of mobs (for +chg) isnt even NEAR that you get in WZ so it take even MUCH MORE longer) and disturb theire lvling. Piss them off - make em quit.
My personal opinion:
You are digging your own graves with that change.
2nd: XPScrolls are unfair, the time needed to kill 1 mob for Hunter or Marks, Knight or Barb, Warlock or Conjurer differs hugely - aggressive Classes get more mobs killed/time then defensives (example: SC, normal hit = mob death - 7s+10s cooldown; knight needs more time to kill so less mobs/scroll = less XP per scroll = longer lvling. go figure)
3rd: Ranged classes got advantages about meleeones wich have to run much more to get to a mob. Grouping between ranged and melee wont work because either mob is killed by ranged attacks - or runs past meleeppl to ranged that attacked first - or get killed by too powerfull warlockspells (wich gives him much xp - others nothing) - or get Soutcrossed (so ranged wont get much xp).
4th: Conjurers on Zarkit+Staff setup with some mental are killing machines for mobs - no rest due to selfheal, no manaprobs due to ambitious sacrifice, 240+ normal hits due to staff enchantments on a fast+25% pace (lvl 48: easy 150k xp/h solo with 100%booster). Problem with that - they cant support others, got only minor healing powers, they can hunt and fight at forts but only by killing themselfs not by fullfilling a healing/supporting role for the better of all - with that setup they cant get xp due to the xillion times reported xp bugs on auras, heals, buffs and so on.
Thats all OLD stuff, before the change the slower classes could compensate by playing more - now they get capped at 3h playtime PLUS they dont get as much XP in those 3h because they need more time/mob.
So after 3h they will go to WZ, hunting others lvling theire (dont tell me to lvl in inner realm, the mob density and respawnrate for 46+ as well as the lvl of mobs (for +chg) isnt even NEAR that you get in WZ so it take even MUCH MORE longer) and disturb theire lvling. Piss them off - make em quit.
My personal opinion:
You are digging your own graves with that change.