A fan objects to the current experience curve of the Monster Power system, summoning forth Lylirra to speak Socratically.
XP *should* scale the same as MF or GF and maybe when double that. I don’t see a change like this hurting anyone or effecting the game in a bad way.
On the flip side, though, we know that lot players currently feel “forced” to run on the lower MP levels because it’s more efficient to do so (especially if you’re looking to farm XP). That’s not a great situation either. So, while we don’t want to change up the entire reward system for MP, we do agree that the XP bonuses could be more enticing at the top end, and we’re looking to make some improvements.
I don’t have a lot of details for you right now beyond that, but we’ve definitely heard your feedback and are trying to incorporate it in a meaningful way.
I think the MP system is pretty good on the whole, but I can see the OP’s point that the experience should probably scale up a bit more on higher MP levels. I’m fine with Act 3 farming runs on MP0 being potentially the best way to get gear, since fast MF runs are a staple of all three Diablo titles.
However it does seem cheesy that playing the fastest way, on the lowest difficulty, is also the best source of experience. There should be a trade off and an either/or sort of scenario — you can go for the best gear or the best exp, but not both at once, and especially not on a lower difficulty setting. Both at once should be the province of the most powerful characters who can play on a high MP level while still maintaining a fast killing speed and some Magic Find on top of that.
You guys agree, and/or have any suggestions for fixes other than “moar MP = moar XP?” Here’s the Inferno MP table for reference.
A few more short replies from the thread.
It seems like you were so worried about people feeling forced to run high MPs that you went way too far the other way and now we’re all forced to run lower MPs.
Lylirra: It may not be that extreme, but we certainly think that our original goal (and current goal, to be fair) of “don’t create a reward system that forces players into the higher MP levels” may have been a little too successful.
While the goal is still a good one to keep, we’re looking at ways to balance the reward structure better for the top end, specifically in terms of XP, so that players who want to play at the higher MP levels — because that’s the challenge level they enjoy — don’t feel super penalized for doing so.
It would take like 5 minutes to make the other 3 acts worth playing.
Lylirra: No, that’s not really how that works. =/
Even so, we’ve definitely heard your concerns and feedback about mob density in certain Acts, and are examining ways for how that might be improved. We don’t really have any more information to share at this time, though (but the discussion is absolutely on our radar).
That last fan comment is something I’ve been giving thought to lately, since once you’re really doing farming runs it becomes very evident how vastly superior Act 3 is. I can clear Act 1 or Act 2 on MP1 just as quickly as Act 3 on MP0, and the item drops have the same potential, but since the monster density and boss frequency is so much lower in Act 1 and 2 (and Act 4) I always feel like I’m wasting my time anywhere but Act 3, knowing I’m killing monsters/gaining loot at about 1/4th the pace I could be.
I’m sure there’s a more elegant fix, but if nothing else they could just like, double the number of monsters in Acts 1 and 2. Maybe only on MP1 or higher, so new, under-geared characters into Inferno wouldn’t get overwhelmed?