Pelmaleon Posted September 18, 2015 Share Posted September 18, 2015 (edited) I think the devs may have shot themselves in the foot with their leveling system. In the infinity engine games the experience required for mid-late game levels would start to ramp up into extremely large figures, while in this game each subsequent level barely increases the amount of exp required to ding. This causes players who do every side quest and area to be way too overleveled for future encounters/quests because each quest completion gives a large portion of the exp required to level up - enough of these large portions by completing side quests and you become overleveled. They need to take a look at the way the infinity engine games were designed for Pillars 2 (or for part 2 of White March if they decide to revamp the exp system) to realize that they must ramp up the experience required for mid-late game level ups lest they run into a huge problem where completionists and even semi-completionists will suddenly hit an odd, fun-killing power curve in which their party is too powerful for subsequent encounters/quests and the challenge is completely gone (except for the toughest bosses: a couple Dragons and the last boss). And yes, they can potentially scale enemies with your level for the main game, but that is immersion-breaking bull****. I don't want a cadre of lowly bandits to be as powerful as a dragon I slew many levels ago. I really hope Pillars 2 is twice as challenging as this game (maybe just alter how the difficulty levels work, with easy, normal, and hard all modulating stats (or damage taken, etc) while the new PotD alters them a tiny bit more and also throws in all the enemies from the other difficulties) and the power curve issue is fixed. My dream would be for Pillars 2's hard to be as tough as Pillars 1's PotD, and the new PotD to be insanely challenging. Edited September 18, 2015 by Pelmaleon Link to comment Share on other sites More sharing options...
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