Quest Energy Should Function Like Alliance Energy
FilledPizza
Member Posts: 119 ★
To sum it up: Alliance energy isn't used when you're traveling down a path another player has visited. So, quest energy should also function like this, and it is not used unless traveling down a path you have not been on before. This would be useful because, in certain quests, there is a path that goes straight, then there are two pathways divided there. And you have to waste a lot of your energy to just get to that second path. It would make fully exploring quests easier, and it would help save energy, and we can do multiple quests on a single energy cycle.
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Not to mention the various Class Combat events, Hero Use Event, etc.
Now I don't disagree that energy requirements can get out of hand. This month is a huge sap on energy with all the different events going on. But at the same time chapter 3.2 of EQ is only 9 energy and only requires 1 run. They have also made energy refills part of rewards and you can get them every few days which wasnt something they were doing before.
What I don't like is the 3.1 one path where at the split there isnt any node but you have to run the path again for 100% and in UC difficulty it's spiked armor nodes which aimed at draining health. Maybe it was a mistake, maybe it wasn't. But with no node on the right side fork, theres absolutely no reason it should be there.