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Group xp nerf

Milvan
Milvan
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I was doing some group questing, grinding, pvping and all, then I notice that the experience decreases a lot when we are on the same group. (yeah, I have never noticed that before) And I'm not talking about big raids or anything, but from 2 to 4 players it decreases at least 33%.

Why do you discourage grouping ZOS? I mean, this is a MMO for the nine sake, this is a social game where grouping should be encouraged. I can understand that you nerf the xp for 12 players or, perharps, even 6, but 4 players is a pretty basic group and the exprience shouln'd be nerfed at all for such small party.

Please, I kindly ask you to review this aspect of the game.
“Kings of the land and the sky we are; proud gryphons.” Stalker stands, the epitome of pride. Naked and muscular, his wings widen and his feet dig in as if he alone holds down the earth and supports the heavens, keeping the two ever separate.”
Gryphons guild - @Milvan,
  • daemonios
    daemonios
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    2-player groups have been the sweet spot for a long time. This is to discourage large groups steamrolling through trash (in PvE) or smaller groups/solo players (in PvP), raking up large amounts of XP/AP.
  • Milvan
    Milvan
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    daemonios wrote: »
    2-player groups have been the sweet spot for a long time. This is to discourage large groups steamrolling through trash (in PvE) or smaller groups/solo players (in PvP), raking up large amounts of XP/AP.

    I totally understand and agree with that. But I think that they are being too harsh with the 4-man/women groups. :'(
    “Kings of the land and the sky we are; proud gryphons.” Stalker stands, the epitome of pride. Naked and muscular, his wings widen and his feet dig in as if he alone holds down the earth and supports the heavens, keeping the two ever separate.”
    Gryphons guild - @Milvan,
  • Molag_Crow
    Molag_Crow
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    It does suck that the XP gains are lowered so much, and especially when other players hit your mobs who aren't in the same group as you, like as if it's a way to say "Well, the player helped you kill the mob so the XP is shared." yet mobs are easy to kill and anybody who grinds levels is mostly built for the intention of soloing trash mobs, so XP shouldn't be shared, individuals should get the full XP from the same mobs.

    I understand that it keeps a sort of balance in the PvE world, but it also promotes an anti-social attitudes towards players who're grinding in the same public dungeon, like the time I was grinding this one area in an Orsinium public dungeon and 3 players turned up in the same spot, so after a while they noticed that I weren't going, so I got invited to the group and we killed the same quickly-respawning mobs a few times before they kicked me and quick-chatted "Move away from me." attempting to claim the spot, but I wouldn't go, so they got bored and ran off.
    --ϟ-- Crows_Descend - Templar - Ebonheart Pact [PS4]&[PC] [EU] --ϟ--
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    The greatest prison that people live in, is the fear of what other people think. - David Icke
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  • NewBlacksmurf
    NewBlacksmurf
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    Consider the CP difference also plays a role in groups of 50's

    The individuals get less when X amount of CP's above the NPCs as well as the exp being shared among "4" players.

    With 2 players there is a small bump but then after its going to go down as its spread out.

    I think if content were more difficult, the exp should jump way up but that's not how it's designed.

    Example of exp that should jump up a lot:
    1. 4 man dungeons should provide 250% more exp than current. There shouldn't be a penalty and group exp in these environments should far exceed any normal exp.
    2. Craglorn delves (see above)
    3. 12 man trials should boost 600% due to the group size and reduced exp. (if not exp then the gold given from NPCs should get boosted by 1000% to make them more viable)
    4. Public dungeons (when grouped) should not drop and keep the same rate as if solo up to 5 players and then diminish at 5 or more players to encourage grouping but not Zergs
    5. PvP when 4-24 players should give substantial amounts of gold (1000% more or instead the drop rate of motif should apply to PvP kills and give a 40% chance of squiring the other factions motif on a kill)


    Some of these % can be adjusted but I'm only suggesting the current setup isn't logical to me.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
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