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Fixing the Leveling Grind for Multiple Characters in Warcraft


You may be reading the title and thinking, but isn’t that why we have heirlooms?  But there is a problem with heirlooms, it takes gold, it takes a guild who is of the appropriate level to gain the right heirlooms, you need to mail the gear back and forth, yet there is still a TON of time that goes into leveling through the same content over and over.  Also you can’t get heirlooms cross faction / server right now.  Some folks have gone as far as to request to buy a high level character.  While I wouldn’t mind that being an option for those who meet certain criteria, lets look at another potential option.  Having all heirlooms, you can potentially get a +50% experience by killing monsters up to level 80, then it goes down due to some heirlooms not working past level 80, then it stops all together at level 85.

Many folks are familiar with the Monk’s ability to increase leveling by 50% for an hour.  Its great, but that 1 hour buff goes away pretty quickly, at least you get it every day by doing a daily quest.  Now many folks like alts, but hate the idea of the long climb to the top starting from level 1.  It can be daunting and draining, when so much of the game is at max level.  So here is my solution.

An account wide buff, based on the amount of people you have at max level.  The more alts at max level the faster to level another alt.  Keep heirlooms, but take out the experience bonus, and let them scale up to level 90, so they are still useful.  An account wide buff, solves so many logistical issues with the heirloom system, but also provides some benefit or perk to leveling more and more alts.  Lets be honest, Blizzard wants to keep players playing, so to level more alts, give us a bone.

Lets work out a scenario.

  • 1 Character at max level, will give your account a 20% increase for all experience gained until max level
  • 2 Characters at max level, will give your account a 40% increase to all experience gained until max level
  • 3 Characters at max level, will give your account a 60% increase to all experience gained until max level
  • 4 Characters at max level, will give your account an 80% increase to all experience gained until max level
  • 5 Characters at max level, will give your account a 100% increase to all experience gained until max level

Effectively giving you a boost upon each max level, but no longer having to worry about the gear or how other toons on different factions.  Now of course these numbers are just initial cuts and maybe you start higher, maybe you can go beyond 100%.  I like leveling my other characters, but the grind makes me think why am I repeating this content over and over, what is the benefit?  Now some folks love to level at a normal pace, for them give them the ability to turn off this buff if they don’t want it.  Perhaps you only get the buff after having 2 alts at max level?  Maybe after getting 10 alts to max level you can auto-level 1 character to the previous expansions max level then you apply the previous buff to continue leveling.  There are so many little things that are absolutely feasible with the current technology that Blizzard is incorporating today.

Just an idea to solve the alt grind and how to fix heirlooms, what are your thoughts?

4 Comments on Fixing the Leveling Grind for Multiple Characters in Warcraft

  1. As long as there’s a way to opt out of that, then I’m game. Well, I’d be game either way, but I know there are a lot of people who hate having heirlooms because of the experience increase. Things that change an aspect of the game should have an opt in/out feature so that those who love leveling can enjoy it without being forced to speed through.
    Psynister´s last blog post ..Heirloom Guide Updated

    • Ceraphus

      you know I was thinking of you when I started posting this, and for that reason is why I even mentioned the opt out, because some folks do absolutely love the leveling aspect, for others like me, I like it once then want to focus on end game. Providing options on these types of implementations is key though, give players the choice in it.

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