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Jun 12 2017 09:54pm
With this anyone can drive. 5% reduced exp a class. With this more people will be able to share and take turns instead of a select few driving every climb.
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Jun 13 2017 01:15am
Quote (SunnyInPhiladelphia @ Jun 13 2017 04:54pm)
With this anyone can drive. 5% reduced exp a class. With this more people will be able to share and take turns instead of a select few driving every climb.


Idea seems decent, but my vote is No... basically why make group runs faster with higher character classes when they have more stat points.
Besides the obvious, most groups "Whistle" to a certain level.
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Jun 13 2017 01:46am
Quote (izParagonzi @ Jun 13 2017 03:15am)
Idea seems decent, but my vote is No... basically why make group runs faster with higher character classes when they have more stat points.
Besides the obvious, most groups "Whistle" to a certain level.


with the exp penalty the higher classes always have to "drive" or they fall way behind in level.

before the last exp change a feeder could run the game and it would go faster for all, this would be more like that.
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Jun 13 2017 02:19am
Quote (SunnyInPhiladelphia @ Jun 13 2017 06:54am)
With this anyone can drive. 5% reduced exp a class. With this more people will be able to share and take turns instead of a select few driving every climb.


Select few = always me if i'm a high enough class :D
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Jun 13 2017 02:45am
Quote (SilentXer0 @ Jun 13 2017 01:46am)
with the exp penalty the higher classes always have to "drive" or they fall way behind in level.

before the last exp change a feeder could run the game and it would go faster for all, this would be more like that.


Actually what it would do is just screw up the drops even more because the feeder would often be higher level, which Paul nerfed into incompatibility. It's best that the driver has an exp penalty so most of the time the killers are the same level as the mobs to kill.

This post was edited by a_hotter_otter on Jun 13 2017 02:46am
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Jun 13 2017 02:57am
Quote (a_hotter_otter @ Jun 13 2017 03:45am)
Actually what it would do is just screw up the drops even more because the feeder would often be higher level, which Paul nerfed into incompatibility. It's best that the driver has an exp penalty so most of the time the killers are the same level as the mobs to kill.


everything you have said is wrong.
feeder has 0% exp penalty, each next class above has 5% ending with alchemist at 35%
removing it means everyone gets the same exp and there wouldn't be anyone falling behind or moving ahead. all the same exp. unless exp gear is worn of course
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Jun 13 2017 03:06am
Quote (SunnyInPhiladelphia @ Jun 13 2017 02:57am)
everything you have said is wrong.
feeder has 0% exp penalty, each next class above has 5% ending with alchemist at 35%
removing it means everyone gets the same exp and there wouldn't be anyone falling behind or moving ahead. all the same exp. unless exp gear is worn of course



Except that the driver gets a 5% exp boost. So YOU are wrong
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Jun 13 2017 03:31am
Voted yes

People who pass to higher classes get penalized, if they want to climb they have to drive as much as possible which makes them more prone to burn out.
Perhaps if there were more players you might see more high classed players and not be forced to drive as much...
But with the state of the game right now there aren't as many players so if you pass to a high class you end up having to drive until more people catch up to you and share driving duty. Sometimes this takes a while.

While having to drive isn't the culprit behind my hiatus; I could definitely understand if people were hesitant to climb if it meant they have to drive every single time they climb.
Actually, a big reason a lot of players don't make parties in-game is probably just because they don't want to drive :P

IMO this change would be better for player retention, which is greatly needed right now. If the game ever got popular again I feel like the exp penalty would be great.

This post was edited by Altrdwolf on Jun 13 2017 03:34am
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Jun 13 2017 03:39am
Quote (a_hotter_otter @ Jun 13 2017 04:06am)
Except that the driver gets a 5% exp boost. So YOU are wrong


Provide your evidence and I will believe you. AFAIK the only exp difference are: scaled exp from solo to group play (less in group play;more in solo) and guild party exp of 5%

as to whether it matters to this post? it doesn't really as the intention of yes or no is do you want everyone on the same experience (yes) or not (no)

This post was edited by SunnyInPhiladelphia on Jun 13 2017 03:40am
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Jun 13 2017 03:52am
Quote (SilentXer0 @ Jun 13 2017 08:46pm)
with the exp penalty the higher classes always have to "drive" or they fall way behind in level.
before the last exp change a feeder could run the game and it would go faster for all, this would be more like that.


Well to me it balances out in some instances... each class increase gain 5 extra BASE stat points, which can equate in 5% extra killing speed countering the 5% experience penalty.
Outside of what I just stated, it is also prevalent that you change your game play based on the penalty by switching drivers in intervals.
Once again the penalty can be dealt with by using Glyphs to gain experience on the higher level characters, or, if the highest level character is the driver who only gets XP glyphs.
Then you also still have "Whistling" which still produces 1.5 hour runs from 1-71 without exploring in full groups, where is the driving?

There is no need for this in my opinion, just like everyone else has stated in many suggestion threads, get used to the changes and stop complaining... OR...
better yet, an update that is well overdue with more content than just 1-71 runs and minuscule prof gain.

Anyway, I used to drive ALL the time in groups, did not mind it at all and those steps were taken for higher level characters or we would stay on and help the lower level character with their xp when they drive.
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