<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=167093.msg7875549#msg7875549">Quote from: TheGlyphstone on 13-03-2013, 07:43:02</a></div></div><blockquote class="bbc_standard_quote">I'm very strongly suspecting we need a different method of earning souls, because right now the most efficient strategy is to ignore all the other bonuses we can get and focus on more soul-harvesters, to get more souls to buy more soul collectors, in an exponentially increasing curve. Eventually it'll get to the point where we can be adding obscene bonuses to our stats each week and still increase our soul intake by orders of magnitude.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Indeed ATM just using all our soul points for millions of imps/quasits which give exponentially millions more souls to get millions more imps/quasits. It wouldn't take long to get into the billions of souls per week.<br/><br/>What if we tried to work it more like the business model from DMG 2? Each soul harvesting minion type giving a bonus on rolls from +2-+10  depending on how many you have (have at least 100 imps gets +2, 5000 +3, 1000 +4 ) beyond a certain amount they cap out. Even though i"m one of the ones who can exploit the current system best i'd prefer something that makes us all have a similar base that we can then individually optimize to a certain point.