See, I understand exp getting nerfed when you're grouped with someone higher-level (not with getting no exp for having a high level in the group, but get less), but why does loot get nerfed? It doesn't really make sense, and it makes farming items needed for lower-level crafting (*cough*runes*cough*) nearly impossible.
Honestly a mentoring system where you just leveled down to their lvl when mentored would have been better than this guide. The guide boiled down to instagib the mobs in you friends quests for them and give your friends stuff.
If the devs acknowledge there are people who want to play with lower level friends why not add some sort of mentor system like other games have? No one is going to use that guides advice unless absolutely necessary as its not fun. A high level killing lowbie quest targets for a buddy is no fun for anyone involved. As the guide stated, as of right now your only choice is to roll an alt.
A system like EQ2 had where you could lower your level, lose stats to match and get no xp for you, but hang out and enjoy the party with lower level friends was awsome.
They need something like that for this game!
I do appreciate the work and thought that goes into making these guides - sometimes I learn new things. But this one shouldn't be advocating helping your friends by killing things for them. The higher level person nerfs all the XP for those mobs and BAMs, and eventually it catches up. At level 20, the person might not care about the XP or loot from Basilisks, but by level 50 when they have to grind mobs because they finished all the available quests, and are too low of a level to unlock the next set, they will look back and wish they'd done more themselves.
Also, in the section Party Up it says, "If your levels differ by more than five levels, XP and loot will be drastically reduced." But in the Help Fight BAMs section, it says, "Just make certain to stay out of the party if thereâ€™s more than a six-level differenceâ€”otherwise youâ€™ll diminish the chances of getting good loot."
I'm pretty sure it's more than six levels, not five, since that's what the instance matcher allows? Or is it different for parties vs instances and BAM fights?
I lol at this supposed "cross-level play".
Every MMO should have a mentor/level-down/level-sync/sidekick system where high level players can be temporarily capped to their low level friends' level to adventure with them.
Why do game designers keep deluding themselves that this kind of system isn't needed? Every single MMO can benefit from it. Not including it is definitely a great way to discourage new players from playing the game.
It's bad enough that TERA doesn't have a nice level sync system, but to write a guide to talk about the awesome "cross-level play" is just pitiful.
I was pretty surprised to see this guide.
If the team is scrounging this hard for things to write about, I know there are at least a few discussions players on the forum have been dying to get some developer feedback on.
By the way, the "mountain of dawnhide" joke was pretty funny, but probably still too soon for most that have leveled past that struggle.
"If your levels differ by more than five levels, XP and loot will be drastically reduced. "
This constraint seriously needs to be relaxed. Just b/c I'm one or two levels above the dungeon's level range should not mean the rest of the party needs to suffer drastically diminished xp and loot.
"But this one shouldn't be advocating helping your friends by killing things for them. The higher level person nerfs all the XP for those mobs and BAMs, and eventually it catches up."
Totally agree with this point as well.
Really this is not cross level play and whomever though this was a good idea to post is daft.
I did, however, just kill a bajillion basalisks for a friend and whoooeeeeee did he gain some levels fast from the repeatable turn in.