So missions are designed in a way that the EXP scales to your level. I was previously told that this meant that everyone in the dungeon was getting EXP appropriate to their level. But I guess that was totally wrong.
Instead what happens is that the dungeon difficulty scales to the highest level person in the party. So if you’re group is composed of; 150, 150, 150, 150, 165 - now everything is level 165.
This has noticeable consequences; such as all the lowbies in the party now hitting for 1’s and 2’s - not being able to dodge/block as many attacks, and taking a crapton more damage than they are designed for with that kind of level difference. Hooray!
But what’s worse - is that all of those lowbies are getting 50% or less of the EXP they would be getting if they were “in range”. The range if 5 levels. So if the mobs you’re fighting are level 165 - you can be between levels 160-165 for full EXP. All those 150’s? They get jack ■■■■.
So what we end up with is;
- Long mission queues
- Parties with people who are too high of a level in comparison to us
- Long duration runs (especially punishing with poor party composition)
- A shitty little random cube at the end
- Unrewarding experience.
So what I’m proposing are the following changes;
- EXP scales regardless of level in a mission. This means that the lowest and highest members of the party all get the same % EXP per run.
- “Effective level” of players is increased in missions, to match that of the highest level member of the party. Which is to say really that the penalty for being out of level range goes away - and players will do their normal damage and mitigation.
- Random Cube always gives random garbage + 1 talt.
