Hey everyone,
I would like to see 2 things happen for the sake of the game, and I'm fully aware going in that these may not be popular suggestions however they are ones that I have come to realise should have been made a long time ago without the need for it to be suggested. To be implemented at this late stage suggestion 2 will not be practical without suggestion 1, however suggestion 1 could be implemented without suggestion 2. Enough waffle so lets get on with this.
Suggestion 1: SL missions (ado/pen/inf) give daily style rewards that are dependant on each players level rather than the current reward dependant on the level of the puller.
Examples, could be tweaked if necessary:
Easy missions would reward 1 XP reward equivalent to a daily reward.
Medium missions would reward 1 XP reward equivalent to a daily reward and 1 XP reward half that of a daily reward.
Hard missions would reward 2 XP rewards both equivalent to a daily reward.
Level requirements to pull the mission from each garden would say as they are.
Positives of this scheme would be that;
All team members will receive a reward based on their own level thus making specific level pullers no longer necessary.
Makes the reward from a pen mission or ado mission equivalent to that of an inferno mission, making ado and pen more relevant.
Medium and hard missions would become better sources of XP especially for research as 2 rewards would give a greater boost on level 9 and 10 researches. (For those of you who don't know me I don't like easy missions as I see them as so easy you don't actually learn to play your character in them)
Negatives of this scheme might be that;
Lowest level pullers may become preferable due to the easier low level mobs. A way to address this may be to drop the rewards a little (eg Easy: 0.5 Daily, Med: 1 Daily, Hard: 1.5 Daily) and introducing another MUCH smaller 'level of puller' based reward.
Suggestion 2: Reassign team-able level ranges for 200+ characters based on the effective level.
Its fairly easy to see that 1 shadow level = 5 'Normal' levels (if you are in doubt please see the max skill you can raise per level post and pre level 200), so why isn't this reflected in the team-able level ranges?
The new formulation would look something like:
Effective level = rk level + 5*shadowlevel
Team-able effective level = 0.75*effective level to 1.33*effective level.
Then the reverse calculation is slightly more difficult:
if min/max effective level is less than 200: actual level = effective level
if min/max effective level is greater than 200: actual level = 200 + (effective level - 200)/5.
So the result of this would be as examples:
Player level: Team-able range
Level 150: 113 - 200
Level 160: 120 - 203
Level 175: 131 - 207
Level 190: 143 - 211
Level 200: 150 - 213
Level 205: 169 - 220
Level 210: 188 - 220
Level 215: 201 - 220
Level 220: 205 - 220
I'm not going to provide pro's and con's to this suggestion as I hope everyone understands that it is in aid of reducing our reliance on level 220 characters to level much lower characters. Also I'm sure everyone will be quite thrilled to tell me about all of the negatives in the upcoming torrent of replies.
So all there is left to say is; If you got this far, thank you for reading, and when replying please provide constructive comments to WHY you do or do not like this suggestion. I am likely to ignore anyone who leaves a lone opinion without any explanation behind it.
Best wishes, Vaurt
tl;dr Go back to the top and get reading you lazy so and so.