Darvin wrote:Another thing they could tamper with is reducing the XP from lower level kills. The assassin from your example should ask himself, do I want to expend resources and get X xp now, or do I want to get less than X effortlessly later?
This would probably make Tikki's Edge and WEYTWUT incredibly overpowered, as their relative impact on XP gain from popcorn would be that much higher.
I could see it working if the reduced XP could overcome the bonus from Tikki Edge / slow. (Tikki Tooki probably needs a rebalance anyway if this is the permanent solution for Crystal Ball.)
E.g., have the "bonus" XP formula for all monster be (n ^ 2) + 1, or more precisely (n * |n|) + 1. (n being monster level - character level.) That's give the following values for n:
n / bonus XP
-3 / -8
-2 / -3
-1 / 0
0 / +1
+1 / +2
+2 / +5
+3 / +10
+4 / +17
Higher level kills are slightly less rewarding than they were before (but more than they are now), low level kills are nearly worthless even with multiple levels of Tikki Edge (and thus both Fighters and TT worshipers are also looking at same level kills as their primary targets). Same level kills are worth +1 bonus XP and are also much more valuable relative to both higher and lower level kills. (I'd put a minimum XP per kill of 1 just to be fair.) (This ends up being a fairly notable nerf to Assassins but as long as they keep their corrosion effect I think that's reasonable.)
Of course, that's assuming that the goal is to encourage same level kills. Personally, I was just fine with the old system, but then I'm an arrogant vet who fell in love with a game that encouraged strategies that were somewhat more sophisticated than "find nearest monster, kill it, and repeat."
(On a slightly related note, you know the real reason why corrosion, burning, and Strength Potions [and to a lesser extent, damage reduction] are so hard to balance? Because they give you the exact same bonus whether you use them at level 1 or level 10 - meaning that they are relatively much more powerful at level 1. I suspect that as long as their benefits are fixed rather than dependent on character level, they are going to be prone to abuse. [Or nerfed to the point of uselessness.])