I’m sorry if I repeat anything, but I was re-watching some Stranger Things and playing OW and didn’t keep up for the last number of hours…and I’m not reading over 100 posts
I was wondering…we keep saying that certain activities aren’t providing enough exp when compared to others. Let’s break this down briefly.
Mining, hunting, gathering, building, crafting, forging, exploring (my fav, if it’s even a thing for a non-max who doesn’t have an ingame income.)
So of those we find hunting tends to provide a good amount of exp. Then this rock thing, which I was very late to the party about, but not entirely unaware of it. Never done it, won’t do it now either.
That’s not many high exp activities really, not when you take in to account skill points making you less efficient at certain aspects.
WHAT IF. What if there was an early on, in the first Epic skill area, a choice between ‘classes’. This epic skill would raise the exp for activities associated with the chosen epic.
So, for example. You’re a builder, it’s love, it’s life. You take the Epic Builder Skill. Suddenly you gain an additional 250% (totally fabricated number) from placing blocks, and chiselling. Perhaps even throw reduced fall damage in there
Or you’re an Explorer () with the Epic Explorer Skill. You gain 350% bonus exp from discovering regions, and perhaps a higher chance of some as-yet unknown tasty explorer feature
(wishful thinking?!)
These percentages are made up, obviously. But they could be adjusted, played about with, until they reach a balance with other epic ‘class’ skills.
And better yet, if a hunter fancies spending a day building, they could switch out the skill and still feel like they’re getting somewhere.
Now I’m hoping this post doesn’t get lost in the massive thread created here