I like the idea in theory, but it gets complicated fast. That's fine for the damage dealers, but what about healers, debuffers, and crowd control specialists? You have to offer XP for these as well, but at that point, calculations get tricky. How important was keeping Mob X mezzed so that the group could take out Mob Y first?Originally Posted by Aamer Khan
Or, say the mezzers do such a good job that noone gets hurt. Should the healers not get any XP? The idea of someone in my group being adversely affected because I did my job well bothers me.
Or what about the tank who's main purpose is to pull the mobs and soak up damage so that everyone else can deal damage?
Actually, I'm not opposed to giving lesser amounts of XP for attempts to do damage. I've kicked people out of groups for leeching, but not if they were making an attempt to participate, no matter how ineffectual. Well, I take that back, if they participate by doing stupid things (pulling when we're already at capacity, breaking mezzes, etc) then we'll talk.
Agreed here. Pre-merge, they toned down the XP for mobs under your rating, and had to undo that change because there was little content over lvl 60. Well, there's mobs to twice that now, I think it's time they bring that change back. At rating 130, lvl 95, I stopped getting XP for lvl 60 mobs. That is WAY too forgiving, especially when I didn't even need my 5-minute specials to pull the entire spawn.Along with this idea, you would need to make the exp gained from hunting lower level creatures trail off to zero, just like in crafting. This would also make it where there would be few players that had 4-15 level 100 adventure classes. Players would have to choose carefully what classes are chosen.