It wouldnt change the system, but it could change the way people experience levelling up in the system.
They complain that after finnishing their 'main ED', everything there after makes them feel gimped. Then dont max out your favorite one to start with. Also I have no problem with downgrading to EH if I want to level EDs. If I insisted on doing EEs in an off-Destiny, then maybe I would think it was a terrible design too.
Just put Shears back in the DDO store.
Personally I prefer a better system. Kind of like the new epic TR where you level the off destiny for TR points separately but can be in whatever destiny you like. Now if they can do that for TRing, why can't they do it for fate points? No need to try to fool your lying eyes that there will be a light in the end of the tunnel.
Well, I dont care either way... Just wanted to throw it out there, as an option maybe, for those that max one ED and then it goes sour for them. I was glad I did it that way for sure.. Hardly felt like a chore.
I have 3 characters, 2 of them saved their Dessert (1 maxed, other T5s) and the last guy started in his main Tree, got it to cap, felt gimped and I have used him as a Mule sice MotU. My previous posts are just advice, nothing more. What worked for me, might not work for everyone.
But Rob, Epic XP shouldn't apply to Destinys, except that it should. What's the point of Destinys otherwise? As they progress, you gain power. If you choose to grind out additional power in Destinys outside your sphere of influence, you should have to grind outside your sphere of influence. Again, with my example of "can I get ranger past lives for grinding out my arti levels" comment earlier. My solution to your dilemma is to not have your dilemma. I need enough past lives that are covering Destinys where I might want twists that I can simply max the current Destiny, maybe grind out a Fate Point in a related Destiny and then TR. I'm not TRing only to get out of grinding sub-optimal Destinys after all, I'm TRing because I need the past lives for where I want my build to go. If I want the Druid's passive past life feat three times, I should have to play the lives. If I don't want to TR, and want to get to an ED outside of my sphere, I should have to follow the map. Is it tedious? Yes. Is it as tedious as grinding out 3 lives for the feats? No. Not only is it not as tedious, but it will take less time to grind through the map than it will for me to finish those three lives, and then I still have more lives to get.
So no, it shouldn't be even easier to accomplish than it is now. It's already pretty easy, about the only thing left is spoon feeding them to you. If you want them, go get them, but don't ask for it to be even easier than it already is.
As far as it being easy, well that's part on the problem. It leaves us stuck replaying easy content for to long. While the alternative method that's been suggestion doesn't require one to spend time in more difficult content, at least it doesn't, for all intents and purposes, preclude it. It also doesn't give players who use it as many twist options as those who gain twist xp while gaining ED xp in multiple destinies and likely will leave them in a less favorable position when epic TRing gets rolled out.
I still haven't seen a single justification for how the system works other than, basically, "that's what the devs said". While a few have indicated they like it as it separates the dedicated from the "lazy", I have yet to see anyone list any actual merits to doing things the way they are set up.
The XP needed is the same - Yes, we can agree on that.
Poorly designed grind - Well, apparently Im pretending something, while you see it as it is.
Obviously we are doing things differently then.
Did you cap all your best EDs first? Did you also refuse to run EN/EH, and were levelling off-Destinies in EE quests/raids? Could this be why it feels so grindy? General questions, aimed at noone in particular. More meant to describe, what I think is adding to the grind. Feel free to answer anyway though!
There has been some suggestions allready, like staying in your main ED and level the others at -50% xp. Ehh, that would only make the grind take roughly twice as long, cant think of anything more grindy that that... Ohh wait, TRing between each Destiny: That only adds to the grind imo.
Everyone who is not in the true definition of "hardcore" is looked down on as a "casual", unwilling or incapable of understanding the true brilliance of having twelve-year-olds insult you while they are teabagging your virtual corpse. - Christian Ward columnist for The Escapist
The best system I've seen proposed broke fate point xp away from ED xp, much like leveling xp is independent from ED xp. Then removing the paths and allowing players to choose EDs freely based on what fits their character rather than class levels and arbitrary position and pathways.
So basically, I level my main ED, and any EDs I want to twist things from as much as is needed to get those twists, and then play the game using my main ED all the while gaining fate xp to slowly polish the build with additional/higher level twists. Same grind, except it's done playing the character I want to play. It also gives the game an end game of sorts, gaining twists becomes what farming greensteel and dragon touched was with the 16 level cap and ToD sets and scroll/shard/seal epic items were with the 20 level cap. The game really doesn't have that sort of end game grind right now.
As far as what we "should do", that's up to Turbine as always. Turbine already introduced a store way to circumvent having to work around the map. They don't consider it a "necessity", simply an inconvenience that you can pay to bypass.
Anyway, no one is asking for it to be "easier". Rather, most are asking for it to be less tedious. I think it's a terribly designed system and adds nothing to the game. In contrast I think it takes away from the game as people shy away from tougher content because they are leveling "weak" off-destinies. I can understand and was even happy to "try out different paths", to see what suited my character and playstyle; a Paladin hybrid, so I would have tried out several EDs anyway. However, what really did Magister and Draconic have to do with my character. I could tell just by looking at the EDs that I didn't want much if anything at all. And when I leveled through it I found that I was right; it was as useless as I thought.
And as far as it being optional and unnecessary, sure I agree. But it is a system that the Devs created that is supposed to be used. Getting Fate Points is a reason to keep playing. It's supposed to entice a person to play Epic levels. Heck, most of us are even okay with the idea of "lengthening" the "grind" by earning half xp or something, just so that we don't have to play a tedious game.
We all have our own ways of "dealing" with the system. Mine is to relegate DDO to "secondary" status. I play it every now and then. I just finished my ED grind on a character, so I don't really care if it ever changes. But I don't look forward to playing the ED game for other characters, thus I don't play as much as I could. Less playtime = less chance that I'll spend on the game. If Turbine would change the Fate Point gain in a way I consider positive, then Turbine would have a greater chance to get my time and money. As it is, it's fine because I found my own way to deal with their badly designed system.
If you don't feel the design is bad, that's totally legitimate. However, if Turbine were still to change the system so that players could "do the work" to acquire the Fate points in a manner that is less tedious to me, then I would play more and thus be more willing to pay for the game experience.
They work exactly as they should... no changes needed
go farm your destinies like everyone else instead of spending all you time complaining about them on the forums and you would have them maxed out already
I see a lot of arguing, but no real effort to resolve the issues of the argument. The pro-suggestion side wants it to change because they want it to, the anti-suggestion side just points out ways they can cope with things as-is. Why not offer an olive branch and make suggestions on what would be an acceptable middle ground?
How about the earlier suggestion that Fate points are linked to your class experience instead of individual EDs. Also, adjust the fate price costs for the second and third twist, to cope with the more limited amount of Fate Points (8 as of now for 21-28, 10 fate points for when the cap raises to 30) That way, a character can stay in their main ED and still make progress on their fate points, without getting credit in other EDs. Everybody wins.
Anything can be explained by drunken wizards.
"Hey! I got a piece of the +1 Butter Knife of Victory! Ah-oh, wait, wait. It's just a crummy, normal +1 dagger of ghostbane..."
Answer - because the current system is bad. It was designed to add grind, but poorly design for the job. Had the devs had more input during the process and early enough then we'd most likely see a fate point system split from the rest. And no one would have to invent illogical reasons why we have to grind in destinies (other then for abilities to twist) so we can ultimately receive fate points.
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