As said right above. Or at least don t make it count when you gain the weekly bonus from the goals logs, unless it´s for a class that actually needs it.

As said right above. Or at least don t make it count when you gain the weekly bonus from the goals logs, unless it´s for a class that actually needs it.
I think an idea that might work while still make people use the job that they're putting the exp on is just increase the amount of exp you get. The "Stored" exp gives a buff lets say you banked 1m exp and while youre leveling you get the additional exp till it depletes. So a job that would normally get 500 exp gets 1,000 and now you have 999,500 exp left before the buff depletes. This way the person still has to "learn" their job to level it, but they get done faster. Honestly I dont think cutting the number of dungeons/fates needed to level in half would make people any less skilled then they would have been anyway.
Something like this could work, but rather than just taking huge chunks of EXP out at a time, why not "spend" the stored EXP on a rested bonus style EXP modifier?
You'd still be getting the EXP, but you would need to play the Job in dungeons and FATEs etc.




Yeah, that was my thought. This would do better as a boost to rested bonus than it would as a straight up means of transferring exp from one job to another.



Sorry no, fate tanks are bad enough to run into. The playerbase needs things implemented to improve their skill, not make it worse.
Also, as someone else pointed out, this would dry up the queues for leveling dungeons.
So we end up with less new players and more players who don't know their role with this idea.
So no, a definate no.
I'd be on board for this if it were treated like a modified rested bonus. Something to ease the pain of leveling an alt job. It's bad enough as it is that you're looking at an absolute minimum of 6 dungeon runs per level (rested, plus bonus for being at level of dungeon, plus food). It's longer if you're on the one off level at end of a dungeon even with rested+food. If it were shortened a bit to say half the runs needed with this extra bonus, it would still force you to do a few runs to learn new spells/skills but not seem like a total chore to run the same stuff for the 30th+ time on a different job.
I like the idea, but two things need to be solved, before they can add this feature.
1. Less players will be leveling via dungeons and FATES, what can SE do to make sure that both contents wont lose players?
2. Not only players, but bots will take advantage of this system, giving bots more jobs at max level, is something that we do not want. How can SE make it so, bots are not able to use it?
If these two issues are fixed, I can see your idea being implemented in the game.


Speaking of challenge log, have they mentioned fixing the challenge log exp for DoW/DoM? Exp as a percentage of level scales for DoL and DoH after 50, but the battle jobs are stuck at dinky exp rewards. That 10% of tnl reward <50 turns into less than 1.5% at 59.I think this would go really well with SE's promise to add EXP to the level 50 dungeons (which I think they said we were getting in 3.1) and help with the annoyance of accidentally of completing your Challenge Logs while doing end game grinds like EX Roulette and Alexander.
It would be a great idea for lower level classes, but then change something minor. You can only use the stored exp on lvl1-49 classes. So once they reach lvl50 you'll have to do the remaining 10 lvls yourself.
^^^ I support this, please don't do the same mistake twice.I would also like to suggest that they add EXP to the current end game content now, instead of waiting for 4.0. That way, level 60 characters can grind for EXP while also grinding for tomes and gear in EX Roulette and Alexander. I also think this would really help those of us who are burnt out from grinding in the dungeons and FATEs and have been doing so since 2.0. >w>
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