Rushing

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Rushing or turboing is the process of using a higher level character rush one or more lower level characters through the game.


Rushing Uses

Rushing is a useful tactic in most RPGs since characters earn higher rewards from higher level monsters.

For example, it might take an hour or two to rush a low level character up to a higher difficulty level, and after an hour or two of play time there (sharing the experience of the kills made by other players) the low level character would have advanced to a high level that would have required many hours or days of play to reach normally.


Rushing Etiquette

It's common for low level characters to offer to give up the item drops or various quest rewards, in exchange for being rushed. It's very poor form to renege on this sort of agreement, but in the cut throat world of online gaming, it's not unheard of.


Rushing in Diablo II

Rushing is very common in Diablo II, since the shared experience at higher levels is vastly greater than what any low level character could earn playing for real. Also, many eventually grow bored of running through all of the quests and killing all the low level enemies. Players want to jump right to the end game, where the best items are found.


There is also a variety of nice quest rewards that characters obtain along the way. Rushing low level characters through Act IV of Nightmare and Hell in order to obtain the Hellforge rune drops became a very popular past time once the quality of those runes was increased in the v1.10 patch.


Rushing in Diablo III

It's not yet known if rushing will be possible, permitted or beneficial in Diablo III.


Rushing Limitations

Most games have various limitations imposed to stop or limit rushing. Examples include disallowing low level characters to share high level character's experience points, level requirements to pass certain quests or activating certain waypoints, etc.


Game developers generally try to limit rushing to keep it from being so easy that no one plays the early levels of a game, but they realize that players will eventually want to hurry through some parts of the game, so they don't stick minimum level requirements on every area or act.