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#1 May 08 2014 at 8:21 PM Rating: Good
So last Friday night, I logged in for the first time this year. I had kept up with news on the game, including what the devs were going to do (and eventually did) and sad to say, I fell into the 'OMG they're dumbing down the game" crowd when autogrant AA was first mentioned. The heroic character thing was completely unexpected though. But I have to say, I was completely wrong about autogrant. It has completely removed the incessant buzzing in my head revolving around developing characters for "the next level". For example, I have characters in certain level ranges who are (or were) basically in purgatory because they had to have certain AA done before I would level them further. You know the drill, tanks had to have their defensives done/maxed, priests had to have their heal/utility lines done/maxed, etc. Autogrant completely removes that necessity (at least until 85). It removes the need to place XP leeches in my groups when I box, just to get "the basics' out of the way. But more than anything else, it frees me to do stuff for fun, not for necessity. I would imagine it also allows other low AA folks to move into new (to them), more challenging content. I can't really argue with that.

Not happy about the "mass killing" nerf but I knew it would happen eventually. I always hoped they'd give it some thought and keep these abilities relevant and unique like they were. So much for that.

Heroic characters I haven't gotten into yet. I have a big logjam in the 84-86 range so no real desire to do a heroic. Plus, my groups at 75 and 80 should be tons of fun to level naturally now that they're well developed AA wise, so boosting one isn't in the cards. I understand the concept and agree with it to a point. I don't think HCs are aimed at new players as much as returnees who may not want to spend the time to come up from scratch since there's "nobody" at those levels. From what I understand, the krono has been a HUGE hit for SOE and I expect HCs to be similarly successful.

For anyone who might be on the fence about how dramatic autogrant is, I kept track of what happened with several of my characters across a few level ranges. I'll put it in a spoiler box for those not interested in that information.

80 Necro: 931 -> 2963
90 Rogue: 227 -> 4078
90 Shaman: 233 -> 5201
95 Druid: 4017 -> 6402
90 Ranger: 3026 -> 5962
85 Monk: 1693 -> 4076
84 Wizard: 677 -> 3507
84 Cleric: 1358 -> 3784
83 Wizard: 402 -> 3358
80 Wizard: 604 -> 2757
80 Cleric: 1162 -> 2970
80 Cleric: 1890 -> 3094
80 Bard: 523 -> 2912
80 Rogue: 837 -> 2707
80 Rogue: 380 -> 2680
76 Cleric: 1159 -> 2254
76 Enchanter: 206 -> 2054
75 Ranger: 309 -> 2463
85 Warrior: 1660 -> 3985
73 Rogue: 226 -> 1722
80 Bard: 396 -> 2912
80 Warrior: 346 -> 2631
75 Rogue: 133 -> 1982
80 Druid: 680 -> 2832
85 Shaman: 744 -> 5257 (!!!!)
87 Paladin: 1166 -> 4976
85 Cleric: 331 -> 4969
85 Warrior: 1821 -> 4024
85 Enchanter: 580 -> 4568
85 Cleric: 3708 -> 5044
75 Paladin: 274 -> 2261
75 Druid: 348 -> 2016


That is CRAZY in some cases!
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#2 May 09 2014 at 5:34 PM Rating: Decent
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The one annoyance with the autogrant is that while it does speed things up to 85, it really slows them down after that level because it autogrants a ton of stuff that doesn't actually help you, but still takes up AA count for purposes of time required to gain new ones. So all those higher levels AAs that you're trying to get take longer to get.

In the long run, it's going to save you time, but that is a factor to consider.
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#3 May 09 2014 at 10:53 PM Rating: Excellent

Ah, you mean it burns up all your bonus curve so you earn them slower than you did before opting in to autogrant? I read about that. I think it was Zajeer who said to use up all your bonus AA xp before the feature went live. From what I understand, autogrant simply trades your xp bonus (for low AA count) into straight xp or something of that nature. I have noticed that my 90 shaman earns far less AAxp per kill after opting in from the same mobs she killed (in the same group she killed those mobs in) prior to opting in. The balancing measure is she can now take on harder content or help to maintain a much higher kill rate on the content she was XPing on previously. My primary 90 group (SK, CLR, SHM, BER/WIZ/BST, ROG, Ranger) has almost tripled its kill rate in the Grounds. The SK was maxed out on AA (for 90) already but the autogrant for everyone else really produced noticeable improvements.I think because of that increase in capability, it should actually take less time to accrue the AAs needed for the higher end AA skills. The only choke point would be finding mobs of the appropriate level and ease to churn through and that's a major choke point. But if you can find a zone that's largely ignored with mobs in the sweet spot (low red to high blue or +3 to -5...and I think most of Underfoot can qualify, up to level 90), it should work out awesome.

I do see your point though, and I've been thinking about just that. I need a better spot to take advantage of the increased power and produce better gains. Then again, I'm playing mostly on Test nowadays (permanent double xp) so it's not THAT big a deal.
#4 May 12 2014 at 4:20 PM Rating: Good
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That's true if you are way behind on AAs. But if you had previously kept up on the "must have" AAs, then the increase in kill rate during an exp grind from the autogrant was more or less zero, but the decrease in future AA gain rate was not. Gaining a couple thousand AAs that mostly increase stats that are already maxed doesn't actually help you (unless, I suppose you decide to do naked hunting or something).

It's not a huge deal, but it is something to think about.
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#5 May 14 2014 at 8:28 AM Rating: Good
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I love the autogrant AA's. I was so far behind and I hate grinding AA's. For some reason, seeing an AA "ding" just doesn't have the same satisfaction as a level "ding".
#6 May 14 2014 at 11:32 AM Rating: Excellent
gbaji wrote:
That's true if you are way behind on AAs. But if you had previously kept up on the "must have" AAs, then the increase in kill rate during an exp grind from the autogrant was more or less zero, but the decrease in future AA gain rate was not. Gaining a couple thousand AAs that mostly increase stats that are already maxed doesn't actually help you (unless, I suppose you decide to do naked hunting or something).


This is true. But really, how many people were in that position as opposed to folks who were way behind and seemingly had no hope of ever "catching up" (even on just the "must haves")? Autogrant gave me several AA skills that I wouldn't have bought otherwise (Salvage, New Tanaan Crafting Mastery, Act of Valor on my Paladins, etc) but I can see that this is mainly for those who want to find their way to a baseline of sorts, so they can function like they think they're supposed to.

I do see the price paid going forward though.

Ssarrs wrote:
I love the autogrant AA's. I was so far behind and I hate grinding AA's. For some reason, seeing an AA "ding" just doesn't have the same satisfaction as a level "ding".


I think this is the case with many, many, many people.
#7 May 14 2014 at 4:50 PM Rating: Good
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Ssarrs wrote:
I love the autogrant AA's. I was so far behind and I hate grinding AA's. For some reason, seeing an AA "ding" just doesn't have the same satisfaction as a level "ding".


Coming from a person who spent many a month grinding AA's, all I can say is Hear, hear!!
#8 May 14 2014 at 5:39 PM Rating: Decent
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Remianen wrote:
gbaji wrote:
That's true if you are way behind on AAs. But if you had previously kept up on the "must have" AAs, then the increase in kill rate during an exp grind from the autogrant was more or less zero, but the decrease in future AA gain rate was not. Gaining a couple thousand AAs that mostly increase stats that are already maxed doesn't actually help you (unless, I suppose you decide to do naked hunting or something).


This is true. But really, how many people were in that position as opposed to folks who were way behind and seemingly had no hope of ever "catching up" (even on just the "must haves")? Autogrant gave me several AA skills that I wouldn't have bought otherwise (Salvage, New Tanaan Crafting Mastery, Act of Valor on my Paladins, etc) but I can see that this is mainly for those who want to find their way to a baseline of sorts, so they can function like they think they're supposed to.


Sure, but those are things which don't really affect your day to day exp grind kill rate at all. I also never took Act of Valor. Why? Cause it's unlikely I'll ever use it. Also never spent the AAs on all the LoH enhancements. For something you use rarely anyway, spending that many AAs to make it slightly more powerful isn't that important. There's dozens of AAs like that. Is it handy to have more bandolier slots? Sure. Does it affect my kill rate at all? Nope.

Even in the class specific AAs, there's a ton of "abandoned lines" of AAs. Basically, they had this idea for a direction to go with a class ability, but then decided it was too powerful and phased it out over time (basically didn't improve the lines at higher levels), or it was so craptastic that players said "don't bother with this, give us something else", and the line never gets any upgrades. The paladin AA stun line is a great example of this. Was originally intended to be a short duration stun that could be added to the end of a stun chain, but wasn't long enough to continue one. Most people didn't find the stun element of it terrifically useful (cause a 1 second stun really isn't that significant), and wanted the Devs to focus on the spell interruption aspect of it. Over time, the devs actually implemented code for "spell interrupts" separate from "stunning interrupts spell casting". The line of AAs went in that direction, focusing on the spell interruption aspect (and an alternate damage but less agro sub line), and abandoned the idea of actually using it to stun things for a second. Of course, there's still like 150 or so AA points you can spend increasing the level of mob that the stun will affect. More or less completely unnecessary, but it's still there.

I can also buy an AA that hastens the reuse time on the HolyForge Discipline. Which itself is completely replaced by the Pureforge Discipline. And it's not really just that there's an upgrade (cause it's not so much an upgrade as a shorter duration), but that the duration of HolyForge is so long that using it actually reduces your effectiveness because you can't activate the vastly superior Armor of the Champion disc. But hey! You can spend AAs reducing the reuse time on it. Yay!

Lots of stuff like that in the game. Not that there's any really good ways around this (aside from say making people manually select each AA they want granted to them, which would probably result in a few complaints), so that's just the way it is.

Edited, May 14th 2014 4:41pm by gbaji
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