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Suggestion for balancing 4.0 without ruining the game for anybody.


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Disclaimer: I have no idea how feasible any of these ideas would be to implement, I'm just speculating based on my perspective as a player.

 

Right now there are two major balance issues with 4.0; companions being way overpowered, and scaling XP rewards making it too easy to over level content and too difficult to get back on track once you do. I feel like there's probably a way to fix both of these issues without ruining the game for folks who like being way OP while also allowing players to customize their difficulty a bit and be rewarded for it.

 

Currently, scaling XP rewards and critical path quests alone having enough XP to keep you on level, mean that most anything you do outside the critical path will very quickly over level you to the point you're hitting the sync level as soon as you step onto a planet. Since the level sync level on a given planet is usually 2 levels higher than the hardest thing on that planet, but since only the final few enemies are actually at that level and most planets have level ranges, you'll spent the majority of your time fighting enemies which are 3, 4, 5, or even 6 levels below you.

 

Well, what if, every time you turned in a quest you had the option to trade your XP reward for a small boost to your credit reward? That way players could control how quickly they leveled up from quest XP and still get something if they chose to slow it down.

Additionally, what if there was a White Acute style item which suppressed XP gain from enemies defeated while active. They way players could play through Flashpoints without gaining a level or two just from kills, if they wanted to.

 

On the companion front, since we can no longer gear them and have therefor lost much of our ability to control their effectiveness in combat, why not create a small range of toggle-able powers (like sprint) which debuff companions to varying degrees while active, but also boost credits dropped by enemies defeated while a companion is present? The greater the debuff, the harder the game, but the more credits are dropped.

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