Hey guys Wabblet here! This is a feedback of probably the most popular topic during beta and even after beta has ended, EXP rates.
Before I begin, some of you may not know me in the game. I reached one of the highest levels during the iCBT, level 102 and would like to share my thoughts on EXP rates. There is plenty of talk about EXP rates, some say it’s perfect and some say it is too low. How many of those that commented have actually tried to play the game and get to at least level 50 besides complain about rates? I would like to say, not many. So here is my two cent on the EXP rate and what needs to be changed/left unchanged. The method of play style to get that level was majority party grinding, so my feedback will consist of mainly party grinding!
I will start off strong, the grind is easy and the rates are fine. The current problem with why everyone is having trouble leveling at a fast pace is because there is too little choice of optimal grind locations within a map, let alone an actual optimal grind place for certain level brackets. With the current rates, there are levels where you reach a “wall” that causes you to find another grind spot-simply because the current area isn’t giving sufficient exp to you/your party to level at a fast/decent pace, even rare blue mobs starts to give low exp.
Level bracket consists of: [1-30] [30-50] [50-60] [60-70] [70-90] [90-100] [100-110]
There are easy changes to fix this “wall” issue and allow the general population to gain levels faster. All that I listed needs to be implemented in order for the population to level at a good pace without changing the exp rate.
- Put at least 1-2 optimal grind spots for every map or at least more than 1 per level bracket. I don’t know if this will affect the servers because more data is needed per extra mobs but something needs to be done. At level 90, my party and I had a lot of trouble getting to level 100. We couldn’t find a place to get efficient exp to level at a decent pace. If we were to grind at the location we were in, it would take us approximately 1-2 hours to level once. We searched for hours for a location to grind… but couldn’t find a single optimal grind spot that had a good density of mobs for 5 man parties. Every map level 85+ consisted of 3-5 mobs per screen-after killing all the mobs per “Field room” you’d be left with pretty much 0 spawn. You would have to travel a good 20 seconds to reach the next set of spawns.
We need the density and spawn rate at every map to be something like Tenet Garden north of the goddess. If you have never been there… Then I guess Miner’s Village east side before the bridge, it has a lot of vegetables…? Onions? Bulbs? =] - More channels. I don’t know how frustrating it was for the people that was stuck leveling with the majority of the population, but one can imagine it was filled with people. Optimal grind spots had at least 4 parties KSing/Fighting for mobs, even blues. Your exp rate is greatly reduced because of that and frustration of being KS’d will cause people to stop playing. Allow Dynamic channel system. A lot of population = more channels. Low population = Low channel (At the very least 2)
- Field Bosses should give exp equivalent to a rare blue mob. It is kind of sad to kill a field boss to see that your exp bars did not move a pixel. You spent a good 5-10 minutes killing that epic field boss with your friends/party and all you get is loot and exp that you can get in 10 seconds. Loot is great and all but exp is just as important. (Btw I am talking about Field bosses in dungeons or those that spawn on their own, not by the party mission F6)
- Last but not least, rare mob spawn rates…? This is not something I really agree on but I can see it helping in terms of leveling and pushing the players to get to a certain level so they can move on to another grind location.
That is all I can contribute at the moment since I am very sleepy. I will go to bed now;when I wake up and think of more I will edit the page to fill in more of my thoughts. For now I will go cry about not being able to play Tree of Savior.
P.S. I miss you already GM Apple! Hope to see you soon in iCBT 2! Cant wait to play more ToS hardcore again!
Edit: If you are curious about the build i played during the beta here is a feedback/review of it, Enjoy =]
https://forum.treeofsavior.com/t/wabblets-3-3-archer-1-3-wugushi-feedback-review/35480
Edit 2: Some may say, Level 100 is still early-its 1/6th of being max level. It took us under a week to get 100 in iCBT. We didn’t know the grind spots at all. We had to spend a good 12 hours or so to constantly find grind spots.
I can absolutely guarantee you next beta if the team is the same, we can reach level 100 within 3 days. At most 4. If they decide to implement the things i listed, we can definitely reach 100 in 3 days.
Edit 3: Apparently there is a Dynamic channel system in play already. I wasn’t aware of it since the places i checked on our previous grind spot had the same amount of channels at the time i checked. I was informed it actually did change to either more channels or less. Perhaps there needs to be a system to check what the population’s level and it should create more based on that? Not sure if its possible to make that kind of system but hopefully GM/Developers can get an idea of what i mean! =]
Edit 4: Try to keep it civilized please! We’re all trying to make the game better by giving ideas and methods to the developers to see. Perhaps it’ll spark ideas for them. Please refrain from the insults and flame war >.<. Remember, if you don’t have a constructive feedback, then don’t say it. Saying something doesn’t work or you not liking something without backing it up is a waste of time. Please take it somewhere else >.>