ContraTempo wrote: »Anything that saves time will change the balance. Simplest example is buying inventory space. If you could collect twice as many items before having to go back to a vendor, bank, or crafting area to deal with them a lot more of your time goes into play and less into inventory management. If your bank is bigger you can store a lot more crafting materials without having to juggle them between characters and, again, that means more actual play time.
Call it convenience but it will make a real difference in how much of your time is spent playing and how much is spent managing your stuff. That will change how fast your characters advance.
WraithAzraiel wrote: »However, if the Champion System's Enlightenment System progresses quicker due to an XP boost, it becomes Pay To Win. This is due to the fact that it becomes a boost to lateral character progression, just like gear. Lateral character progression is where a character is no longer progressing in levels and is instead trying to maximize their power in their current level.
Not necessarily. Because there's a hard cap on the amount of Champion Points you can have on your account. So essentially it's just getting to that end point faster. Once again, a convenience.
Champion system is like another level system on top of the level system to replace and render obsolete the Veteran Rank system.
It's a system within a system, that without the first system wouldn't be a system.
Capisce?
Emma_Eunjung wrote: »At least until now there's a significant in-game cost to blowing through 200 tri-stat pots per hour
Emma_Eunjung wrote: »At least until now there's a significant in-game cost to blowing through 200 tri-stat pots per hour
Wow. What's the cooldown again?
I understand the argument of climbing the ladder faster, however all ladders are the same height. The question is do you want to just get to the roof of the building or peep into the windows of every floor you see?