Same generic title, because you can't beat a dead horse enough, if someone refuses to understand some basic principles which were done correctly by 20 yo games. Not happy with xp requirement scaling, level to content progression, much of itemization and xp reward amount analogy to sources.
"Completionists", "Rushers", new generation utter nonsense I say. A game should be made to be experienced in its whole. Side != sub-par and I really hope the devs themselves have enough confidence in the content they made to realize that. If someone doesn't want to experience most of the game's content and just rush through the main quest line, one shouldn't mind not experiencing a few spell levels/feats either before finishing the game. And if the end content turns out to be difficult, good thing there are plenty of difficulty options.
As for the cap, if you can't get it right, it would be the easiest thing to add simple but interesting and clever "epic feats" or passives to chase after level 20 with a soft cap, that won't require new animations, effects etc, just a bloody line of code. And these should be *needed* during the "end-content" on POTD. Itemization could follow the same principles.
Meh.