This change is rather counter-intuitive and virtually unheard of in any other MMO. You can only enter dungeon matchmaking if you’re solo, and it’s too good to not go because of the 600% exp bonus.
Talk about the exp bonus, here’s a bit of info to clarify things for those that don’t know:
This is the new party exp distribution as of Jan. 28th patch in kToS, note that this is without dungeon matching, aka premade
- 2 Players (180% or 90%/player)
- 3 Players (220%)
- 4 Players (280%)
- 5 Players (350%)
- 5 Players with 4 unique archetype classes (400%)
- Dungeon matchmaking at 600% (unique rule does not apply)
This would make perfect sense if we didn’t have a dungeon entry limit, but we do. The dungeons in ToS give a ton of exp and are one of the best ways to overcome a grind wall, and it just makes no sense that we are losing out on a 200% exp difference even if we’re just trying to duo party.
Some suggestions:
- Allow dungeon matching for parties of all sizes. Start at 600% for a completely random group of players, aka solo Q. For each player that you queue with in your party, you lose a scaling % of the exp bonus. So it’ll look more like this:
Solo Q = 600% (120%/player)
Duo Q = 580% (116%/player)
Trio Q = 520% (104%/player)
Quad Q = 440% (88%/player)
Full Party Q = 350%, same as before, but if 4 unique archetype classes are present, then it goes up to 400%
This takes into consideration of the original design with regards to a full premade, while lessening the penalties for using matchmaking with a friend. Please reconsider the exp distribution system IMC, thank you.