04-08-2023, 08:46 PM
This works quite well in different games due to a lot of de-emphasizing the levelling process in of itself, MMOs thrive on their end game content the most out of any genre of games as the bulk of their multiplayer content, so it makes the most sense that they have levelling skips, especially when the campaigns for those games can take upwards to half a year to complete, probably even more.
SL2 is a different ballpark, SL2 has some amount of emphasis on creating and developing a character through their in game experiences, and while the levelling process can basically amount to being basically Schrodinger's IC, I do think there is value in that process. That's not to say that this will take that away necessarily, but I think that there are a lot of fair criticisms when it comes to the levelling process, some that I have noticed when alone, those being boredom, a lack of self-sufficiency in half of the builds in the game, just a lack of available items without first needing to trade someone.
The early game without friends is incredibly rough, there are a lot of issues I have personally with it being so melee-unfriendly, and how easy it is for your character to just die to no fault of your own other than your build operates too closely to the enemy. I also have some issues with the end process of levelling, with lvl 55-60 being an absolute crawl, I think 55-60 really needs some EXP adjustments as a whole.
Dev likely will not go for this option, but I would probably like it if Early Game was improved via base damage on base class abilities, and if the later EXP curve was tuned down a bit, the fact that training on dummies worth roughly 10% of your EXP bar every in game hour is optimal unless seriously geared, from 55-60 doesn't make the process very involving.
SL2 is a different ballpark, SL2 has some amount of emphasis on creating and developing a character through their in game experiences, and while the levelling process can basically amount to being basically Schrodinger's IC, I do think there is value in that process. That's not to say that this will take that away necessarily, but I think that there are a lot of fair criticisms when it comes to the levelling process, some that I have noticed when alone, those being boredom, a lack of self-sufficiency in half of the builds in the game, just a lack of available items without first needing to trade someone.
The early game without friends is incredibly rough, there are a lot of issues I have personally with it being so melee-unfriendly, and how easy it is for your character to just die to no fault of your own other than your build operates too closely to the enemy. I also have some issues with the end process of levelling, with lvl 55-60 being an absolute crawl, I think 55-60 really needs some EXP adjustments as a whole.
Dev likely will not go for this option, but I would probably like it if Early Game was improved via base damage on base class abilities, and if the later EXP curve was tuned down a bit, the fact that training on dummies worth roughly 10% of your EXP bar every in game hour is optimal unless seriously geared, from 55-60 doesn't make the process very involving.