Exp Dimishing Returns

The current exp rates are very controlled to remove grinding from the game and to force players into the appropriate levels for each area. This is mainly done by diminishing the exp from killing lower mobs. It makes it very ineffective to grind previous areas. You can catch up on a few levels and then it's just not worth the time.

While this works effectively while playing through the game it feels very unnatural for end game content. The exp curve is not what makes leveling difficult it's the diminishing returns. If you make the exp "poor" enough it simply takes forever to level.

There are no barriers in numbers though, therefore when designed correctly you can never be "to powerful". Some games have attempted to do this with "optional content". Even back in the Wizardy days games added top end areas meant to be a challenge to anyone. Diablo 3 attempted to do the same.

Many flash games have unlimited scaling now. You can cycle through the game as many times as you want.

It would be nice to see POE do something like for the end game content. Optional areas with lower exp, but no diminishing exp. Once the leveling is complete allow players to progress to their own limits, instead of per-determined game limits.

As long as there areas in the game to provide challenge, players will continue to play. Remove the lvl 100 cap, (5 level per skill pt after) and allow the players to cap themselves by a natural exp curve.
I don't think removing the skill cap would be a good idea for an ARPG.

The reason end game content is slow to level at the moment is because there simply isn't any content. And Chris and other devs have stated they don't want people to easily hit the level cap, or if they want people to hit the level cap at all.

You would be surprised how many games don't allow you to hit the level cap.


In terms of your idea of a skillpoint every 5 levels, well were does the challenge in mobs come from? Will we be forced to get godly gear just to keep up with the difficulty curve?


Fine as is imo, but we should wait until OB before we can comment further.
"Minions of your minions are your minion's minions, not your minions." - Mark
I think its fucking gay

you outlevel the content so fast
Every game handles the end game content slightly different.

POE has chosen a very controlled exp path forcing players to stay in appropriate level with each area. If you move on to quick you will level fast, if you slack behind your leveling will come to a halt.

This removes a lot of "grind" problems for more casual players. The entire skill system is also based around it. A lot of time was spent developing "builds" for uniqueness which is nice, but also interferes with end game content.

It doesn't really feel like POE has much to offer with end game content. You reach a point where its "not effective" or "worth the time" to continue. That is due to the diminishing returns more than the exp required. You simply don't get credit for killing things anymore. It's better than an achievable cap, but it's not as good as scaled progression.

Scaled Progression has been around since MMO's. Emperiana was one of the first notable games to not have a level cap. It allowed players to continue slow character development while the programmers spent months between updates. The reason it worked so well is because it was well structured.



POE system works extremely well in it's current state, but it offers MANY obstacles for expansion. The skill tree is a good example of this. It offers many combination and unique builds, you can plan ahead and see what your character will become.

However, introducing new skills into the system is a huge problem. It's not designed well for expansion. You are nearly forced to reset everyone skills entirely if you make substantial changes.

The equipment requirement is another issue for expansion. It works well in it's current form and you have a trade off for certain equipment such as Str for Heavy defense. A lot of those required stats come from the skill tree. If you introduce higher requirements you need to change the skill tree to accommodate them.




These are the requirements for good end game content:

* The difficulty level needs to be sustained

* Character progression should continue through level, skill points systems, subclass, equipment, and any other forms of progression built into the game

* Optional Areas that are cleared by very few to no players
(Everquest - Lineage II - Wizardry 7) are good examples for this. There where optional areas, bosses, and things on a more legendary level. It might takes months or years for raids to conquer them.

POE doesn't seem to offer these on the scale of a true MMO. It plays more a sand box single player game without the "mystique" of unknown areas.



I would recommend something more than just the "Diablo style farming" for end game content. Areas designed for the higher tier players that they must work to build up for. Both areas and a "continual progression" so they players have something to do in the months it takes for major updates to be released.

The base structure of POE is already set and took years to build. It could be tweaked though to allow "better end game progression".

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