Fix for: More levels you gained, weaker you become
Considering that most people are complaining that overlevelling makes the game trivially easy, personally I don’t think this is a problem.
If anything, it would be cool if, the higher level you are, the more challenge lower areas present to you. If you want to roleplay it, you can say that, since you are so heroic and awesome at high levels, you deliberately restrict your power against weaker enemies just to get more challenge and fun.
i agree totally. the rewards need to be equal to your level, exp wise and money wise too not just character power is the problem. there is no reason for a high level to explore a low level area. i hate this. i like killing monsters everywhere i go. but the heart people’s rewards and the monster drops arent worth my interest and sometimes risk of engagment. you cant farm hearts waypoints or veiwpoints. the exp gained from these should scale according to level. people may find favorite areas to farm… but it wont last esspecially if they can get the same rewards at a different area. trust me anet. only the brain dead will farm one feild in a noob area over and over because you can kill 15 monsters very quickly over and over. all you have to do to prevent such things is make only certain rare crafting and armor types avaliable in each area. yes theyll farm the expensive ones…. but if your trading system works then price should go down as well. and dependency on one type of rare crafting material is bad design. make an “ecto” type of drop for each area that everyone will want.. sorry for straying from the topic.
Considering that most people are complaining that overlevelling makes the game trivially easy, personally I don’t think this is a problem.
If anything, it would be cool if, the higher level you are, the more challenge lower areas present to you. If you want to roleplay it, you can say that, since you are so heroic and awesome at high levels, you deliberately restrict your power against weaker enemies just to get more challenge and fun.
That is not how side-kicking supposed to work. You are talking about imbalance in some situation and action of some ignorant high levels.
And I am not talking about level 80 players. This problem does not persist for level 80 players because they are level 80 and they are wearing level 80 gears.
I am talking about leveling player. I have no idea how to explain that, I could kill some level 25 mobs with a specific skill combination at level 26, but I could only take them down to 30% with the same skills at level 31. Not any kind of RPG in the world will work like this even with the side-kicking system exists.
And I guess that why some story quests are insanely difficult and some are too easy. If they tested it under such situation without realizing its side effects, that will appear as a severe disparity in the difficulty for those story quests. A level 10 quest can be well-balanced for a level 14 players with all updated level 14 gears, but can become very hard for a level 19 players in exactly same level 14 gears.
(edited by Hologramx.6402)