100 - Empowered
200 - 5th Blessing Slot Open
300 Could be that the XP modifier goes away. Is anyone farming 300+ Corruption without being lvl 100?
Maybe after 300 is just loot…
Just a thought…
100 - Empowered
200 - 5th Blessing Slot Open
300 Could be that the XP modifier goes away. Is anyone farming 300+ Corruption without being lvl 100?
Maybe after 300 is just loot…
Just a thought…
Why does it matter?
I think it would be nice to be able to convert Experience bonuses into Rarity modifiers or Drop Rate boosts. Could use the Empower Node from Monolith of Fate for it. Hell, you could make Experience into Gold after hitting 100.
Because it feels bad to reach maximum level and then have +Experience effects and Tomes of Experience rewards no longer matter.
Though that assumes you’re not going to want to respec. But an option to do something like that would be nice.
I’ll be honest, I forgot about Respec and/or assumed that the Minimum Skill Level would raise to 20 by Level 100.
Still, the option would be handy.
The devs are planning on doing something with XP gains after you reach level 100, but I’m not sure what that is. When they implement that then those XP nodes might be a lot more desired than they are now.
It caps at 10, if it went all the way up to 20 you could greely respec your build to whatever you wanted whenever you wanted which is not what the devs want.
I think a toggle for xp or gold is anice idea though.
I’m not sure why they wouldn’t want that, given that “free experimentation after hitting maximum level” would be a nice Quality of Life boost. I mean, sure, perhaps you could switch around your spec in the middle of a fight, but that would be incredibly risky in any content that mattered.
Because they want builds to be a thing rather than to be able to swap between single target and aoe/clear whenever you want (ie, for bosses).
You wouldn’t need to given all boss fights that matter are in their own zone.
I just find it difficult to believe that someone would spend the time to switch entire skill node layouts that frequently, that’s all - especially since a good chunk of a build’s statistical effectiveness is tied up in gear affixes. Seems like a lot more menu navigating than it’s worth.
It’s not though. Most of a build’s power comes from skill nodes compared to gear. That is a common complaint.
I’m not sure I agree. Skill Nodes and Passives are certainly important and provide the core of the build, but gear is where all of the stats come into play. That’s why the main gameplay loop is grinding for drops - getting the right Uniques and Exalteds and Set Items is how the house gets built. For example, my Void Knight currently has an incredibly well-rolled Alluvion, but my damage output is lacking because its bonuses are tied to Cold and Lightning. The instant I get my hands on something with Void Damage and Melee Void Damage, my damage output is going to double or more.
If any change were made to xp modifier, it shouldn’t be done based on corruption level, but on player level. I’ve hit 300 corruption on more characters that are under lvl 100, than characters i’ve pushed to lvl 100. And this is before their planned change to make lvl 90-100 some amount longer
Yeah, but that’d be due to the flat void damage being more effective due to having % more void damage modifiers in the skill tree. At endgame, % increased modifiers don’t have as much of an incremental effect due to you already having a lot of them.
It’s not that % increased modifiers are bad, they’re just not as effective in end-game due to already having lots of them.
And unless Alluvion has changed radically, it’s just bad.
Sure.
Whichever trigger would be nice if it makes that second reward modifier actually gives a meaningful reward. Same could be said for the XP Monos (which I found can help drastically when respeccing, one of them on high corruption can push quite a few levels of skills on a toon that is respeccing) and maybe the XP Shrines.
Like turn the XP reward into something that “helps” push forward or if not maybe allow players to bank it to use on alt toons.
Sure, but my point still stands - gear is the second half of the equation. I’d argue that character builds and equipment loadouts are roughly balanced in terms of power contribution because of this exact situation: I’ve got a powerful core, but it didn’t truly come online until I got the right weapon to support it.
Which, once I got an Apathy’s Maw, my Warpath DPS went from 14k to 34k. Pretty good bump imo
But you can do this anyway. I do it often. It takes a minute to respec everything when you are level 100. Very useful indeed for preparing for a challenging boss etc. I see no problem.
Yeah but this would specifically be used in dungeons. You use an aoe clear build to kill the dungeon mobs, then switch to a much tankier single target build right before the boss.
Honestly I don’t care if it would get implemented but it would shift the concept of a “build” for this game. You’d have certain setups youd want to switch between depending on if you’re doing arena, monoliths, campaign, dungeons, bosses… Etc. This would induce demand for a build saving function too. I doubt EHG wants to tackle all of that right now.
Or actually do it at all other than as a broad(ish) build planner that allocates points for you.
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