Khaos_Bane wrote: »Exactly, but they don't do much to encourage the group content. I honestly see this game going towards more of a PvP fous very soon.
84xp per normal mob in a group dungeon versus 414xp per normal mob in the open world - this at VR3. That's a difference of almost 500% better xp in the open world.
PvE character progression via dungeoning is a common, accepted option for players in most (if not all) relevant MMOs. What is the rationale for dissuading players from progressing via dungeons? To keep the already diminutive pool of players who bother with dungeons (especially pre-vet) from getting larger? To keep group finder from being used more, so that it actually might have enough players using it to actually be worth using.
/boggle.
I love this game, but some design choices just make me want to kick a can.
mr_wazzabi wrote: »84xp per normal mob in a group dungeon versus 414xp per normal mob in the open world - this at VR3. That's a difference of almost 500% better xp in the open world.
PvE character progression via dungeoning is a common, accepted option for players in most (if not all) relevant MMOs. What is the rationale for dissuading players from progressing via dungeons? To keep the already diminutive pool of players who bother with dungeons (especially pre-vet) from getting larger? To keep group finder from being used more, so that it actually might have enough players using it to actually be worth using.
/boggle.
I love this game, but some design choices just make me want to kick a can.
It's because wayrest sewers used to be the best power grind spot in the game. ZOS despises grinding because they can't sell as many xp scrolls, so they nerfed all group dungeon mob xp with the release of Imperial City.
mr_wazzabi wrote: »84xp per normal mob in a group dungeon versus 414xp per normal mob in the open world - this at VR3. That's a difference of almost 500% better xp in the open world.
PvE character progression via dungeoning is a common, accepted option for players in most (if not all) relevant MMOs. What is the rationale for dissuading players from progressing via dungeons? To keep the already diminutive pool of players who bother with dungeons (especially pre-vet) from getting larger? To keep group finder from being used more, so that it actually might have enough players using it to actually be worth using.
/boggle.
I love this game, but some design choices just make me want to kick a can.
It's because wayrest sewers used to be the best power grind spot in the game. ZOS despises grinding because they can't sell as many xp scrolls, so they nerfed all group dungeon mob xp with the release of Imperial City.
Many people have suggested, write reasonably IMHO, that to prevent grinding mobs in dungeons the bulk of the XP be given by bosses, or even by the last boss. That would have been a better fix, and it doesn't take a rocket scientist to come up with it.