I find this funny, one number on an item and everyone freaks out about it.
I wouldn't describe myself as "freaked out" about it. I just found it interesting and did not see anybody discussing it. If it is something we really intensely like or dislike, now seems to be the point to figure that out.
Maybe the next in-house Diablo 3 tee will feature a unicorn with a cartoon bubble that reads, "Increases the base experience by 2."
unique charm that granted around +10% exp I think was the number.
Yeah I checked on it, but it's only given to those who killed Uber Diablo and it just one item. It doesn't really go in the same league as a regular modifier.
I think the +XP items have a real potential of replacing rushing. Rushing was boring, but it's also boring to have to play through the whole game as slow as with your first character the 100th time around. By adding in uniques with high +XP mods and low requirements that are useful as twink gear, they can fix this.
That could be the purpose of this statistic, and then the really good items won't have the mod at all.
I've never found it boring to play trough the game like one should. (doing all quests and so on)
I don't see point in playing any game if you don't do it properly, at least I do it pretty much for wasting time. Things like buying a character in WoW with great gear and getting a rush for every character in D2.. are something I dislike about people.
Problem in LOD where the rushing became a problem was party exp bonus that allowed you to get good exp in party even when you were really low level. I don't really care if someone gets all quests done by someone else, but leveling up in one day to 90.. what the hell is the point in that.
People do that because top end items had too high level requirements, before LOD highest level req was 67 for +2 amulets.. most of the great gear was available for you at 25 level. So you got kickass stuff at 25 level on you.. and leveling 1-25 was quite nice if you happened to have some uniques which had no level requirements back then.
So you start a character, throw a few uniques on him.. exp to 25 and throw most of the good stuff on him and thats it, get 5 more levels in Normal.. to 30 and go on killing spree with your lvl 30 skills. Nightmare was nice running trough doing the quests and then leveling up to get ready for hell at act4.
Another reason for rushing to 90 was item finding, which imo became too big part of the game. People wanted to get high level character fast in order to do 1 thing in the game, find items.. Then they pretty much didn't even have much use for those items. in LOD it wasn't beneficial to do MF at lower levels. Back before LOD you could find great items from about level 20 -> 99. Sometimes you found really great items already at Normal thanks to the nice Rare system it had.
Anyways, I just hope they find ways to reduce and prevent rushing.
Yeah I checked on it, but it's only given to those who killed Uber Diablo and it just one item. It doesn't really go in the same league as a regular modifier.
Actually I wanna say +% exp could be on a few different uniques or runewords, I'm not sure though. So meh.
I know there is also the Ondal's Wisdom staff. Gives +5% exp. Seems like charms could have +% exp also. I really can't remember.
Yeah I checked on it, but it's only given to those who killed Uber Diablo and it just one item. It doesn't really go in the same league as a regular modifier.
I know. But see, that's the whole point. If certain (only useful for progression) blue items that drop in D3 have it as a modifier, I see don't see it as a harm. It may be a nice boost to someone who finds it, and decides to use it.
What if the experience amounts in Diablo III are different than in the previous games? Maybe instead of 500 experience before level 2, its 100 or something. Then 2 would be 2% experience at that level. There are probably variants in the magic suffix, meaning maybe it gives you 1-10 experience per kill, which varies upon identification.
I don't mind it, but I see where it could be easily exploited. Your higher level characters could find items with the max amount of experience gained, and they could transfer it to the lower level characters, boosting their speed of leveling.
Your higher level characters could find items with the max amount of experience gained, and they could transfer it to the lower level characters, boosting their speed of leveling.
I rather like the idea of +xp items.
For those saying it doesn't serve a purpose, I think they just aren't thinking creative enough.
At the very basic level your choosing between +XP per kill, or some other stat that could fill that slot, whether that stat increases your killing power, survivability or some other variable.
Here are some examples where I feel +XP per kill would be preferable and some uses it might carry:
Oftentimes armor is not particularly useful to ranged characters, rather the stats on the armor are more important, when deciding between more protective armor, or +XP armor, as a ranged character I would prefer +XP.
In some areas of the game, one could assume monsters are going to be very weak, but very plentiful, in these cases +XP will be preferable to extra killing power. If it is taking you 3 shots to kill every monster, and you swap to a +XP weapon that does less damage, but your still 3 shotting everything, then the trade was worth it.
If you are running someone of a lower level, it is likely you do not need the extra killing power since you will be 1 shotting everything anyways, plus you will be killing a high quantity of monsters in a short period of time, +XP would be preferable.
Any piece of equipment that has unusually low requirements but has +XP will be excellent speed leveling gear for low characters.
Those are just a few examples, I can think of dozens more.
If you have to make the decision between more/faster killing power which will lead to more XP as a result of your ability to kill more/faster, or +XP per kill, you will have to make a judgment call to decide which one will be more effective at leveling your character up. Perhaps the +10 XP per kill will be a greater gain in the end then the +1 fire damage per hit.
Blizzard is an excellent company and I have no doubts they will keep it balanced.
It will add more depth and complexity to the gear you find and might create a valuable resource as far as 'utility' gear.
The idea being you keep a set of +XP gear on hand incase you gotta kill a bunch of super weak monsters in high quantity, or use it to speed level low characters.
The reason why i think its a crappy modifier is that +xp is useful to everyone and their mom. No single modifier should be this universally useful and if they make it "less useful" (you barely benefit from the +xp items give you) then it will become another useless modifier.
You might aswell put in a "become better at everything" modifier, its equally bland and uncreative.
Well hold on there. I think having some modifiers that are of use to everyone is a good thing.
All modifiers in the game are only useful to certain characters, certain builds, against certain enemies, or at certain times.
There are no modifiers that are just straight up useful always.
Talk about "bland and uncreative".
I think its good to have modifiers that cover the entire spectrum of usefulness.
Variety is the spice of life.
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Just like S2 mentor potions. >_<
Maybe the next in-house Diablo 3 tee will feature a unicorn with a cartoon bubble that reads, "Increases the base experience by 2."
I don't see point in playing any game if you don't do it properly, at least I do it pretty much for wasting time. Things like buying a character in WoW with great gear and getting a rush for every character in D2.. are something I dislike about people.
Problem in LOD where the rushing became a problem was party exp bonus that allowed you to get good exp in party even when you were really low level. I don't really care if someone gets all quests done by someone else, but leveling up in one day to 90.. what the hell is the point in that.
People do that because top end items had too high level requirements, before LOD highest level req was 67 for +2 amulets.. most of the great gear was available for you at 25 level. So you got kickass stuff at 25 level on you.. and leveling 1-25 was quite nice if you happened to have some uniques which had no level requirements back then.
So you start a character, throw a few uniques on him.. exp to 25 and throw most of the good stuff on him and thats it, get 5 more levels in Normal.. to 30 and go on killing spree with your lvl 30 skills. Nightmare was nice running trough doing the quests and then leveling up to get ready for hell at act4.
Another reason for rushing to 90 was item finding, which imo became too big part of the game. People wanted to get high level character fast in order to do 1 thing in the game, find items.. Then they pretty much didn't even have much use for those items. in LOD it wasn't beneficial to do MF at lower levels. Back before LOD you could find great items from about level 20 -> 99. Sometimes you found really great items already at Normal thanks to the nice Rare system it had.
Anyways, I just hope they find ways to reduce and prevent rushing.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
Warhammer Online: Mystics - R40/RR41 Goblin Shaman
Actually I wanna say +% exp could be on a few different uniques or runewords, I'm not sure though. So meh.
I know there is also the Ondal's Wisdom staff. Gives +5% exp. Seems like charms could have +% exp also. I really can't remember.
you don't take - Wayne Gretzky"
- Michael Scott
Yeah I checked, not on any other uniques/runewords that I saw. Hrmph oh well.
I don't mind it, but I see where it could be easily exploited. Your higher level characters could find items with the max amount of experience gained, and they could transfer it to the lower level characters, boosting their speed of leveling.
For those saying it doesn't serve a purpose, I think they just aren't thinking creative enough.
At the very basic level your choosing between +XP per kill, or some other stat that could fill that slot, whether that stat increases your killing power, survivability or some other variable.
Here are some examples where I feel +XP per kill would be preferable and some uses it might carry:
If you have to make the decision between more/faster killing power which will lead to more XP as a result of your ability to kill more/faster, or +XP per kill, you will have to make a judgment call to decide which one will be more effective at leveling your character up. Perhaps the +10 XP per kill will be a greater gain in the end then the +1 fire damage per hit.
Blizzard is an excellent company and I have no doubts they will keep it balanced.
It will add more depth and complexity to the gear you find and might create a valuable resource as far as 'utility' gear.
The idea being you keep a set of +XP gear on hand incase you gotta kill a bunch of super weak monsters in high quantity, or use it to speed level low characters.
Well hold on there. I think having some modifiers that are of use to everyone is a good thing.
All modifiers in the game are only useful to certain characters, certain builds, against certain enemies, or at certain times.
There are no modifiers that are just straight up useful always.
Talk about "bland and uncreative".
I think its good to have modifiers that cover the entire spectrum of usefulness.
Variety is the spice of life.