#Leveling Rework: Advice Requested!
10 messages · Page 1 of 1 (latest)
literally the same things you should've been doing last patch but weren't because the number going up anxiety didn't kick in, consider bosses, vaults, and other objectives to acquire power through less numerical means
In the few matches I've gotten to play so far, my team cleared camps until we were 5 or 6 and then started intentionally moving towards enemy teams, usually securing 7 for ult along the way or being able to pick it up pretty early in the fight by getting a knock.
This is, largely, the same strategy I was using pre-patch, with the only real difference being that now we're getting XP for all of the PvE mobs we kill while we ran at teams.
To add to #1331774246279446558 message,
Where you drop does have a large impact.
Dropping somewhere like Machine (I swear the camps there give way less XP in the new system), Endshrine, or anywhere else with a really low number of camps + a long distance to the next set of camps is going to be rough.
On the other hand, you're living good if you manage to get an uncontested drop somewhere like Wraith's Row that has a lot of camps.
I'm not loving the meta that has developed from this update, i feel they are not giving us enough creeps to actually utilise the change so every team is running around scared trying to "catch up" in level until theres still 8 teams at the end of the game.
doesn't that make the end game fun? 8 teams in a really small circle is fun & intense
no because most of the game is spent killing creeps and the last 10% is only spent in some random skirmish without real skill expression and really just comes down to which team doesnt get sandwiched, that can be a bit fun but i wouldnt play that again and again.
If you don't have XP to farm for then you should be going for any other objective, all forms of power acquisition contribute to the same goal
well not really just killing creeps, its rotating and fighting for limited resources/creeps, which will force people to fight each other
my biggest problem with this system is that comeback mechanics are almost nonexistent because if you are white/green gear vs full red gear enemies, the AP difference is really high