I wonder what other people think about this loophole to avoid the long leveling process on a new character. When people first started doing it Blizzard claimed they would fix it soon, but that never happened. At this point, I believe that power leveling new characters has become an integral part of the game, there are even large clans and communities based around it. Honestly, I just want to hear some of the rest of the community's opinion on the matter.
I love the power leveling aspect. In our clan, some of us can play every night, some of us can play once a week. Those of us who can only play once a week look forward to getting power leveled by those who play every night and they don't mind. A rising tide raises all boats after all. With the start of this season, some of us got to 70 Friday night, others had to log at lvl 57, others didn't get to log on until Monday. By 11pm Central time on Monday we had 2 Paragon 300s, a Paragon 200, and a Paragon 136. The 200 was 57 at the start of the night and the 136 was lvl 1. By the time we finished we were doing GRIFTs lvl 45. I love the power leveling aspect and it shouldn't be changed. It gives us the opportunity to actually play end game content with friends faster, that will ALWAYS be a plus in my book.
I wonder what other people think about this loophole to avoid the long leveling process on a new character. When people first started doing it Blizzard claimed they would fix it soon, but that never happened. At this point, I believe that power leveling new characters has become an integral part of the game, there are even large clans and communities based around it. Honestly, I just want to hear some of the rest of the community's opinion on the matter.
Ive even seen people offering to pay via paypal just to get their characters power leveled..
For me personally, I hate that skills are gated in seasons (which I consider to be a replay mode). We see the most build diversity during the pre-70 build up. I do not enjoy going from a full skill bar back down to 1, 2, 3, 4, 5 and finally 6 skills. In reality, rune gating is poorly implemented as it is, with the most obvious selections often being unlocked many levels before the final rune (look at threatening shout - falter as an example). Don't get me wrong, I think the design is suitable for new players who are embarking on their 1st playthrough, but beyond that point, it becomes unsuitable. I would prefer to see a less restrictive skillbar during early season. Ideally, all 6 skill slots would be unlocked from start, with all runes associated with a given skill becoming available at the same time (read as level). As for passives, unlocking slots is fine at the current rate, but I would prefer that the full range be available from the very beginning (i.e. midnight feast - lvl 68 unlock - available for selection as soon as 1st passive slot unlocks - lvl 10).
Reducing the impact of skill gating in seasons would allow lower level players to contribute more towards group play (as opposed to being forced to stand at entry when grouped with higher lvl players).
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I wonder what other people think about this loophole to avoid the long leveling process on a new character. When people first started doing it Blizzard claimed they would fix it soon, but that never happened. At this point, I believe that power leveling new characters has become an integral part of the game, there are even large clans and communities based around it. Honestly, I just want to hear some of the rest of the community's opinion on the matter.
I love the power leveling aspect. In our clan, some of us can play every night, some of us can play once a week. Those of us who can only play once a week look forward to getting power leveled by those who play every night and they don't mind. A rising tide raises all boats after all. With the start of this season, some of us got to 70 Friday night, others had to log at lvl 57, others didn't get to log on until Monday. By 11pm Central time on Monday we had 2 Paragon 300s, a Paragon 200, and a Paragon 136. The 200 was 57 at the start of the night and the 136 was lvl 1. By the time we finished we were doing GRIFTs lvl 45. I love the power leveling aspect and it shouldn't be changed. It gives us the opportunity to actually play end game content with friends faster, that will ALWAYS be a plus in my book.
NP here with it but, I like to use the gem of ease myself!
For me personally, I hate that skills are gated in seasons (which I consider to be a replay mode). We see the most build diversity during the pre-70 build up. I do not enjoy going from a full skill bar back down to 1, 2, 3, 4, 5 and finally 6 skills. In reality, rune gating is poorly implemented as it is, with the most obvious selections often being unlocked many levels before the final rune (look at threatening shout - falter as an example). Don't get me wrong, I think the design is suitable for new players who are embarking on their 1st playthrough, but beyond that point, it becomes unsuitable. I would prefer to see a less restrictive skillbar during early season. Ideally, all 6 skill slots would be unlocked from start, with all runes associated with a given skill becoming available at the same time (read as level). As for passives, unlocking slots is fine at the current rate, but I would prefer that the full range be available from the very beginning (i.e. midnight feast - lvl 68 unlock - available for selection as soon as 1st passive slot unlocks - lvl 10).
Reducing the impact of skill gating in seasons would allow lower level players to contribute more towards group play (as opposed to being forced to stand at entry when grouped with higher lvl players).