People shouldn’t be able to boost without having 60, and keep jj or whatever. It’s more painful having a group with fresh boosted characters that don’t know how to play the game, making the dungeon run last longer then it should , and you can see why finding a group could be the reason why it takes so long . I had a group in heroic old kingdom where I had a dk with really bad dps, and then dies to my resto shaman on the last boss that changes phases . My warrior tank was top dps doing all the work, while my dps was sucking.The playerbase has changed now since they added the in game boost for the lazy people … newbie should start at 1 that is all, and It keep the zones alive without fresh accounts being able to boost
Not happening. You do realize those boosts generate lots of revenue.
These two things are unrelated.
A better solution would be to delete the boost and the joyous buff.
Sounds like a resto shaman problem
So did you or did you not completely the dungeon?
I’m sympathetic to these problems. The low levels are barren and the boosts are part of the problem. But they also bring in players that would otherwise not level, because the level experience is awful. The solution is to fix the level experience and make it faster, more group based. Leveling is a good way to learn the class.
I have two good solutions. One is you sell a boost at the same price, but you get a lvl 20, a 200% exp boost that runs until 80, a mount, riding, and 2000g, maybe even heirlooms that bind to character.
The other option is you give everyone a stacking 2-5% permanent exp buffs for clearing a dungeon for the first time with a group of 3+ people. This would encourage low level dungeon groups. It would encourage people to run even old dungeons like LBRS / UBRS at least once.
So, in terms of Azeroth dungeons, that would be about a 46%-115% increase.
Additionally, for TBC dungeons, that would be about a 32%-80% increase.
So, with a stacking buff (not to mention the Northrend dungeons) we’d see an average increase of 136.5% to experience gains.
It could. It could also encourage players to just be boosted through a run, making sure to have the required number of members in the party, and then never run that particular dungeon again.
So, currently, they’re selling it for roughly $50 (or around there) and you get:
- Level 70 Character
- Gold (I’ve heard it’s 1,000)
- Riding/Mount
So, we’d be losing out on heirlooms and the experience boost. I presume you’re intending the heirlooms that grant bonus experience, not weapons/trinkets. So, we would be gaining 220% experience rates, while sacrificing 50 levels. Personally, I don’t see how that would appeal to the broader audience.
You cant boost low level dungeons…
In general though his idea is good. Providing a way to dramatically increase the low level grind, while still making players engage with it on some level, would solve a lot of the problems with the shop boost. Make it 500% even, then players are still working their way through the content, just at a dramatically increased pace.
If it only requires the player to go through the dungeon once to receive the increase, it’s likely that most players will just be boosted through it to get the increase.
That’s all convoluted, unnecessary and would be hard to code/explain anyway.
They should just replace shop boost with a 500%, 800% whatever buff. Same concept but new players arent just thrown into a level 70 character without any idea of whats going on… and you keep the lower levels a little more populated.
They wont do it now… but that shoulda been the design from the start
I would agree, except with the numbers. At those numbers, no one would to quest, just grind out a few mobs to level up.
That doesnt make any sense lol. Youd apply it to quests just like JJ/heirlooms.
You may wanna take another look at those exp increases.
Are you confused or have you just not ever leveled an alt? You do realize they both apply to quest exp right?
Joyous Journeys applies to both quest AND experience gained from killing mobs.
Yea… We know???
Did you lose track of your point???
Not sure how you got to this point. With an 800% increase to exp, you’d be killing a few mobs to level up. There’d be no need to quest. This was my point the entire time.
That makes zero sense lol. Quest exp is quest exp. Theres “zero need to quest” now too… But its generally better than the exp for not questing which is why people do it
That doesnt change if you scale both
Let’s take level 1 - we generally start questing immediately, right?
At 50xp per kill, we multiply it by 800% to get 400xp per kill. It only takes 400xp to get to level 2. 900xp to get to level 3, etc.
There’d be literally zero reason to quest.