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An alternative to grinding, and a long term intensive.

Grasshopper
Grasshopper
✭✭✭
So with the server side changes to experience gain it sparked a conversation in one of the guilds I belong to.

Giving us intensive to run content is turning into a major problem on live. As of just recently any constant stream of experience at the same time it makes the more experienced players uninterested in questing since it is un-challenging. (keep in mind challenge, is relative to the player, some of us found sanctum ophidia easy on 1.5 after we theorycrafted it.)

In the long term, this is a question that has to be asked after this content has been out for a long time why are we even doing it?

With a small stroke of,,,, wait for it,,,,
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We came up with the idea of hitting two birds with one stone, making endgame content drop a single champion point ONCE a day after running a hard endgame content.
So if you ran DSA, Helra, AA, Sanctum, or possible received a high score in AP in PVP, for that day you would receive a single champion point for that day. This point would only happen once, so if you ran AA then helra you would still only get one point.
This champion point gives users and intensive to play content that is challenging at the same time, it helps negate the intensive to grind.
(Another idea was on a veteran character to have the "Dungeon mode" party controls make enemies more tough in other over-world, but that is an thread for another time.)

Anyways, we wanted to pitch this idea to the community, what is your thoughts since the community is split between being able to grind or not (If you noticed there is often times backlash, on that issue).

Should we have content that is really hard that could give big rewards in the ways of progression within moderation, it cannot be overpowered?
Edited by Grasshopper on March 8, 2015 5:47AM
Bug and Theorycrafter since beta.
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