FallingStar wrote: ↑Thu Feb 17, 2022 8:50 amIf they felt that the underutilization of certain areas was an issue, and they had an interest in preserving the spirit of fun, then the logical conclusion would be to improve said underutilized areas. It would increase traffic there.
For once, Ged has a counterargument I can fully sympathise with. Many of those areas - especially wyverns, which is why they got hit the hardest - were
so horribly underutilized that it was hard to even gauge what needed to be done to improve them. (And even after they got improved, most people would never notice, because they'd had the current meta drilled into their heads for years.)
According to her, there were straight-up adventure maps that generated less combat XP per hour of play than
RP maps like the Southern Sharpteeth or Eastern Chionthar. (Where do you even
get combat XP in the Southern Sharpteeth?!) In that context, there's basically two things you can do: Blindly adjust the underperformers and hope you won't create a new wyvern nest, or nerf the wyverns and watch where people spread out next. Vale opted for the latter.
Shadowspinner70 wrote: ↑Thu Feb 17, 2022 8:18 am
I can see most points in here. There's merit in buckling up and waiting a bit, there's also merit in taking the L, apologizing, and moving on, and I'm not gonna say which is the superior option because I don't know. I don't grind, like, ever, and I enjoy my low stakes, suboptimal builds, and not being bored out of my mind with each loop.
For my part, my gameplay tests so far have shown an improvement to the grinding experience. I get slightly less XP per kill, but I die a lot less (and burn a lot fewer dailies, spells, or consumables) for a given amount of gross XP gain, so it's a clear net improvement. I also get decent loot (insofar as any loot on an average BG dungeon run ever qualifies as "decent"

) from these adventures, which would previously have been an impossibility.
Actually, when I think about it like that? I think I might tend to lean towards grinding for loot rather than XP, which explains why I'm experiencing it as an unambiguous improvement. The difficulty of finding things I can safely kill probably hasn't changed, but the difficulty of finding places I can safely loot has improved considerably... and since I typically pursued places I could loot rather than places I could get 50 XP (... though the two categories used to overlap basically all the time, and I did
prefer to get 50 XP if possible), the change translated to a decrease in difficulty. Someone who instead zealously pursues that 50 XP/kill may find things slightly different due to variations in difficulty from dungeon to dungeon.