(edited by Marcus Greythorne.6843)
promote a profession
1st there is already an item to jump you straight to 20 that you get as part of the character birthday gift.
Second your overall plan is flawed as first dungeon requires lvl 30 story 35 explorable.
Third in just doing most of what you said will have already leveled you a significant bit. 32 dungeon runs will net you roughly 30 level alone.
The system is fine as is. You get bonus to xp as you gain achievement points, making it easier to lvl alts. You get an item to put the new characters to lvl 20 meaning generally one kill unlocks weapon skills and gets you leveling faster. You also get a bday booster that is account bound on a character bday. Use it on an alt you get 24 hours of play tty ime with +100% xp as well as what you have from achievements. Meaning you level faster. If you can’t get an alt to near 80 in 24 hours of playtime with all these while just playing normally than your promotion concept will likely not work well.
1st there is already an item to jump you straight to 20 that you get as part of the character birthday gift.
Second your overall plan is flawed as first dungeon requires lvl 30 story 35 explorable.
Third in just doing most of what you said will have already leveled you a significant bit. 32 dungeon runs will net you roughly 30 level alone.
The system is fine as is. You get bonus to xp as you gain achievement points, making it easier to lvl alts. You get an item to put the new characters to lvl 20 meaning generally one kill unlocks weapon skills and gets you leveling faster. You also get a bday booster that is account bound on a character bday. Use it on an alt you get 24 hours of play tty ime with +100% xp as well as what you have from achievements. Meaning you level faster. If you can’t get an alt to near 80 in 24 hours of playtime with all these while just playing normally than your promotion concept will likely not work well.
Agreed, but with the addition that leveling to 80 shouldn’t be your only incentive for leveling to 80. As I mentioned on another post, we need something that makes players not only want to level or play other professions, but also brings some life back into the lower maps. Maybe something like special random events where the rewards to a lower level characters outweigh the rewards that a level 80 would receive. i.e. better chances for better loot items (exotics, rares, precursors, etc.) to those characters that have not yet attained level 80. Not saying it should be the most dramatic increase in chances, but if I take down a champion in one of these events using a true level 30, my chances for better loot should be better than if I had used a level 80. Yeah, I know players would then just keep deleting and recreating characters for the purpose of doing these events. I translate that into players who are replaying the game, and bringing some life back to some of these cricket infested maps, so that’s a good thing! Maybe some new story line quests would also help. These stories shouldn’t have to replace the current stories which a player could still do, but could be used to get players playing on new characters. And again, the chances for greater rewards for lower levels doing these stories should outweigh what a max level character would receive. And, if they developers were smart, there should be a completely unique story line for each race. How they did it for the main story makes sense where the stories start out unique, but then they eventually all taper into the common goal quests. That’s fine for that, but by providing stories for each race that are completely unique from start to finish, this encourages players to actually play the other races beyond just a few minor achievements they received in the original storylines, and it makes leveling them fun again. Replay-ability needs to go beyond PvP, SPvP, WvW, and crafting/collecting cool new groupings of pixels (aka skins). Everyone wants an expansion pack with new maps, which I am one of them, but in the meantime the devs could actually make use of current maps simply by routinely adding new story lines…yes…I know that’s what the living story is, right? Yes and no. The living story usually leaves after 2 weeks, but the new story chains I’m suggesting should just be permanent additions to the game. After you finish the first set of stories for each race, then they could add more and more as time goes on. To start them, you talk to an NPC and you’re off into a new story which hopefully is made interesting and challenging, but doable. As the story progress through the different maps, players will naturally have to get their character to the next story event, which to a degree will encourage many to hit and participate in other events as they make advance onward.
1st there is already an item to jump you straight to 20 that you get as part of the character birthday gift.
Second your overall plan is flawed as first dungeon requires lvl 30 story 35 explorable.
Third in just doing most of what you said will have already leveled you a significant bit. 32 dungeon runs will net you roughly 30 level alone.
You’re not understanding. The achievements are of course accountbound, so with one thief at 80 and those APs you could create infinite lv.80 thieves.
(edited by Marcus Greythorne.6843)
Why would you make more thieves? !?
Some people would love to see a personal story they don’t know already with a profession they really like. A insta-80 character could do the missions in one go without the interrupts by leveling. It can be annoying having to do something you already did 10 times again and again, even though you are only interested in the missions.
Other people have made the wrong choice and may be unhappy (e.g. because of armor-clipping on Charr armor). There is no race-change option so this would be the next best thing for those people.