flatfoot1987 wrote:How about merging T1 and T2 and separating T3? It just feels more natural as the game is more similar in T1 and T2 while T3 is more like mini-T4. The ranges would look like 1-25 for T1/2 and 25-39 for T3.
Just think of this. Right now people in r3x range are in the middle of nowhere. When someone hits r31 he's supposedly moving to T4 yet he's not welcome there at least until full ruin and r38+. And that means he's welcome to temporary pve rush. It's a grey zone from both orvr and scenario perspective.
Say, if I had the chance to compete against similar players in 30-40 range I wouldn't rush it to r40 because it's not as miserable as r1-r30 range where you have no class abilities, no builds and no gear/looks to choose from. We've all been through leveling dozens of times and to me no class feels appropriate until r30 at least.
You can slow down and enjoy your class in 30-40 range. This where you have most of your tools at your disposal — you can actually learn how to play in endgame. You can also catch up you renown rank if you poweleveled through T1/2.
All of that above plus some T4 starter gear rewards given in T3 (upgrading the existing inf rewards or just T4 currency). It would make sense to stay there for a while.
Combined T1/2 would work like this: you gotta cap T1 pairing in order to access corresponding T2 pairing and so on.
Hmmmm, interesting. So merging T1/T2 rather than T2/T3.
So T1/2 would be 1-25.
T3=26-39
T4=40+
That isnt a bad idea. Only concern is for the early level players who Que for SC at say level 5 and dont even have any armor... Get roped into playing against lvl 25 players who have a good chunk of abilities, and likely renown points.
I do like the idea of this type of thing though. Make T4: 40+ only. Lets be honest... A lvl 32 wearing green gear with likely <lvl 30 renown isnt going to do much against a RR60+ Decked out 40...
I still come back to making PVP THE path to leveling. This would be a massive "fix" for the learning curve and player enjoyment... I used to LOVE playing a new class. Personally tier 1 RVR always felt amazing to me. Its simple, yet very fun. A great "tutorial" on how PVP works. Large scale, capture points, learn the class mechanics. Anything greater than a lvl 15 and you start "losing" that and it create "unfair" matchups like I said earlier with a lvl 25 vs a lvl 5 player... Unless you OVER boost them (which might be an option).... So eventhough they dont have abilities/gear/etc. You could over boost lower level players to significantly out stat higher level players. This COULD be tremendous fun...
I think its worth some testing.
Overall what I would like to see are:
1) Improved leveling experience VIA PVP.
2) Improved "Quality Control" at 40.
I think both are accomplished by:
-making The "highest" tier: 40+ only.
- dividing the player base <39 into two camps. Potentially: (1-19) and (20-39). Then OVER boosting lower players to compensate for gear/RR/etc. This would likely yield the greatest results. Then, be GENEROUS with PVP Quest EXP. When you enter an SC and get the quest to "win" the EXP should be significantly boosted (IMO). Rather than "Power Leveling" players would then RATHER just pvp to level up - if the "time to level" was even remotely comparable.
Same with RVR. Making Keep takes in t3/t2 worth significantly more EXP, I would even say to the point itll nearly grant a full level just off 1 keep take. So rather than "boost an alt to 40" you notice T3 or T2 pvp is going on, you hop on an alt and level him.
Or if a NEW player joins the game, he can reliably Que for SCs or go do RvR and use that as a reliable leveling method.