Jan 16, 2008, 11:21 PM // 23:21 | #21 |
Ascalonian Squire
Join Date: Jan 2008
Location: Oregon, USA
Guild: Priests of Eris [PoE]
Profession: R/
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The one piece of information that helped me the most was learning that my heroes get XP whenever I hand in a quest. With that knowledge, it was very easy to keep all of my team leveled by simply swapping in my lowest ones just before accepting any quest rewards. Combined with my somewhat obsessive nature about doing sidequests, I had no troubles keeping my entire stable leveled and ready for the occasional foray.
As to why we are made to bring specific heroes along at specific times, I'm sure the answer is basically 'story purposes', which tends to annoy me. While I can certainly understand story-driven hero requirements for a lot of the side quests (and perhaps a few missions), it seems to me that the campaign story should be primarily about your character interacting with the world - a focus that gets lost when 2 of 3 missions are about Hero X dealing with Antagonist Y, while you tag along as the 'leader'. I've not yet made it far into the GW:EN storyline, but from what I've seen so far the design team did a better job of bringing the focus back to your character with that story. |
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