Thread: Game Mechanics: Damage with pets vs exp gain
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  #10  
Old 06-28-2010, 08:11 AM
Quitis Quitis is offline
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Join Date: Jun 2010
Posts: 32
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
The way pets, damage, and exp interact has been tried several ways. I think the current implementation has been deemed acceptable, and there are no plans to change it.

Personally, I hate grouping. So coding anti-grouping stuff, would have to be done by another dev. I am for boxing. I am for soloing. I do not think it is fair to be forced to group and deal with asshats all the time.

Haynar
I'd <3 him x255 if enchanters could charm solo again with a reasonable amount of cha of course, say 150+ cha for stable charms and 200+ for full duration charms of anything blue or lower. Whites or higher on the other hand should be limited to half duration or less, depending on cha.

A new character thus has to grind out some plat to buy all the necessary cha gear to be a good charm solo'er prior to having a really good cha buff to cast on ones self. While someones twink could charm solo a lot sooner though probably not reliably as they would still need high enough levels for decent cha buffs unless they are also pl'd by another enchanter.

The level limit on charm should be as a comparrison to the enchanters level since it prevents mass xp income from reds and yellows. With a charmed pet taking half xp almost every time, and being blue in order to be a sustainable charm, that should keep solo xp in line with group xp if not worse.

So yah, half xp if pet does half the damage or better, and let chanters charm solo again so I can <3 yah!