They give normal exp, not extra exp.
And how will increasing the normal exp add fun?
What you should ask is for more leveling content with good exp
Last edited by Felis; 03-29-2016 at 09:25 PM.
"Fun" is highly subjective, though. What you find "fun" might be really boring for something else, and likewise some people enjoy the levelling experience. Felis had a good point though in that there are a multitude of ways to do said levelling, and IMO the best way is to vary the means you use. I've saved as many sidequests as possible while levelling up my first class (due to MSQ experience benefit), and use those when I'm at the appropriate level for subsequent classes. I do the challenge log as much as I care to. I'm a very slow leveller since I'm not actively levelling stuff every day, so I only have two (WAR and ACN/SCH), and two more heading there slowly. Am I happy for the armoury bonus? Sure. Even more so once I learned (just a few weeks ago, dammit!) that the exp bonus equipment work when you're synched down to appropriate levels for them. Do I want insane increases in the armoury bonus? Not really.
Not entirely true =) You still get the armoury bonus on mob kills, and since dungeon mobs give a LOT more exp than open world mobs, that boost is quite nice.
Also, took those screenshots to prove full armoury bonus without a level 60, and without even a level 50 class. All you need is to not be on your highest class to get it.
Imgur album link
Decided to take screenshot of a Fate completion, since that doesn't get the kill chain buff, equipment boost, food buff or FC buff.
My point was more that:
aren't like... active things that can result in "fun". They're just multipliers to EXP that you get through other activities, like dungeons and FATEs. Dungeons and FATEs can be counted as activities that are "fun", but that's pretty much all we've got to actually earn EXP. Even the challenge log specifically rewards doing those things, and those are the things we do every time we level any job. I think it's fair to say that it'd be nice to have other options to break up the monotony.- food
- rested exp
- armory bonus
That's true. On the other hand, the post said list was in response to also added "anything to speed up the process", which food, rested exp and armoury bonus certainly do =)
I'd also like to chime in with this question:
OP's suggested change wouldn't add more fun. It'd also potentially break the game entirely. Let me draw this to the extreme limit of the proposed system: If you have 7 characters on a server, with all combat classes maxed out... creating a new character would mean they'd get 12x7x100% exp bonus on that character's first class. That's 8400%, which is 85x normal exp. (100% bonus = 2x exp)
Let's assume said character picks up their first class quest and goes out to kill some mobs. A level 1 Little Ladybug gives 50 exp, unmodified. With the accumulated exp bonus, that ladybug would instead give 4250 exp, and swoosh said character up to level five and halfway to level six. From one mob. Due to the increase in level, the next Ladybug will give less exp. I'm not entirely sure, since I don't have any classes that are level 5 right now on the alt I'm logged in as, but at level 10 you'd get 10 exp for the mob. So... say 20 exp unmodified. With the bonus, you'd get 1700 exp for a grand total of 5950 exp, bringing the class up juuuust shy of level six (50 exp away). Another Ladybug, and they've accumulated a total of 7650 exp, and are about a third in on level six.
I'm going to assume that they'll get 10 exp for each mob after that, for simplicity. The first class quest usually involves killing nine mobs (3 types, 3 of each). So six left. That's 5100 exp in total, bringing them up to level seven (and a third). This doesn't take into account the hunt log, since you don't get that until after you've finished the first class quest on your starting class. It also doesn't take into account moving on to slightly higher level mobs (since the target mobs tend to vary between level 1 and 5, depending on where you are).
Nine mobs down, and you're already level seven. And then you have all the quests to do.
I'm not saying that you personally would enjoy that kind of drastic change (and it also implies getting seven alts up to level 60 across the board), but... I don't quite agree with your statement of "anything to speed up the process", because "anything" is a pretty... loose concept.
I don't know about you, but I would find that highly amusing AND funny, and fun. Just because of how amusing that sounds. I removed the "+100%" though, it could be 20% per job. Which would still be a HUGE improvement.That's true. On the other hand, the post said list was in response to also added "anything to speed up the process", which food, rested exp and armoury bonus certainly do =)
I'd also like to chime in with this question:
OP's suggested change wouldn't add more fun. It'd also potentially break the game entirely. Let me draw this to the extreme limit of the proposed system: If you have 7 characters on a server, with all combat classes maxed out... creating a new character would mean they'd get 12x7x100% exp bonus on that character's first class. That's 8400%, which is 85x normal exp. (100% bonus = 2x exp)
Let's assume said character picks up their first class quest and goes out to kill some mobs. A level 1 Little Ladybug gives 50 exp, unmodified. With the accumulated exp bonus, that ladybug would instead give 4250 exp, and swoosh said character up to level five and halfway to level six. From one mob. Due to the increase in level, the next Ladybug will give less exp. I'm not entirely sure, since I don't have any classes that are level 5 right now on the alt I'm logged in as, but at level 10 you'd get 10 exp for the mob. So... say 20 exp unmodified. With the bonus, you'd get 1700 exp for a grand total of 5950 exp, bringing the class up juuuust shy of level six (50 exp away). Another Ladybug, and they've accumulated a total of 7650 exp, and are about a third in on level six.
I'm going to assume that they'll get 10 exp for each mob after that, for simplicity. The first class quest usually involves killing nine mobs (3 types, 3 of each). So six left. That's 5100 exp in total, bringing them up to level seven (and a third). This doesn't take into account the hunt log, since you don't get that until after you've finished the first class quest on your starting class. It also doesn't take into account moving on to slightly higher level mobs (since the target mobs tend to vary between level 1 and 5, depending on where you are).
Nine mobs down, and you're already level seven. And then you have all the quests to do.
I'm not saying that you personally would enjoy that kind of drastic change (and it also implies getting seven alts up to level 60 across the board), but... I don't quite agree with your statement of "anything to speed up the process", because "anything" is a pretty... loose concept.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.