Make Leveling from 96 to 100 more meaningful-Add some small additional reward/motivation

It's always funny when people talk about leveling like a millionaire giving budgeting advice.

"Just buy better maps."
"Just run juiced content."
"Just get 3% a map."

Right, and Ferraris are cheap if we agree to ignore the part where you first need Ferrari money.

That is exactly the point people keep skipping. Saying a map gives great XP is meaningless if you pretend the map fell from the sky wrapped in a bow. You either start with a strong base and craft the life out of it, or you buy it from the market. Both cost currency. Both cost time. Both have setup overhead. None of that is free, and none of that magically disappears because someone posts a pretty XP-per-hour number.

I have found plenty of times that it is more efficient to just spam well-rolled "normal-juiced" T15 or T16 maps instead of chasing the mythical perfect map like I'm hunting Bigfoot with an alchemy orb. Optimization matters. Raw XP per map is not the whole story. XP per total time and total cost is the story.

And even after all that, the main issue still stands. The reward per level is bad.

Also, this "your build should be complete at 90" argument makes no sense.

The passive tree is not complete at level 90. That is a fact.
The passive tree is not complete at level 95. That is a fact.
The passive tree is complete at level 100. That is also a fact.

Why? Because the game keeps giving passive points until 100. If the system itself says "here are more points", then obviously the passive progression is not finished yet. This is not philosophy. It is counting.

MTX or cosmetic rewards would be fine as a compromise, but not everyone cares about forum peacocking, "flex value", or digital designer handbags. Some people want to play the game, not dress their character up like a Christmas tree and call that meaningful progression.

And yes, I could probably brute-force my way to 100 if I really wanted to donate enough time and currency to the altar of the XP bar. That still would not make the reward any less pathetic. It would just mean I had more free time to waste proving the point.
If you think getting 3% per map at level 97 is like getting a Ferrari then idk you just dont know how to play and/or buy things from trade.


The test I did on the forums here was literally 1ex tablets with effectiveness and exp rolled on them. And then a t16 map.

on a slow 2h using melee warrior.


No tree or mechanic investment or optimization at all.

No cleansed map, no corruption map. Tablets didnt even double, no omens used....


Have to just accept the fact that maybe there are things you dont know in this game. Rather than asking for immediate change when the first roadblock comes your way.

Blaming it on "ferrari money"
Mash the clean
I think 3% at level 98 is actually quite a lot.

That's about 8.2 million XP per map. For comparison, in normal slightly juiced T15s I'm usually seeing around 3 million XP per map. If I add tablet mechanics like Abyss, Depths, Breach, or Delirium, I can push that closer to 5 million.

And the time per map matters just as much as the raw number. If you're getting 3% in 10-minute maps, that's around 50 million XP per hour. If those maps take 5 minutes, that's around 100 million XP per hour.

So yes, from my perspective, that's a lot.

Right now in slightly juiced normal T15-T16 maps, I'm getting about 20-30 million XP per hour.
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Jyrlep#4788 wrote:
I think 3% at level 98 is actually quite a lot.

That's about 8.2 million XP per map. For comparison, in normal slightly juiced T15s I'm usually seeing around 3 million XP per map. If I add tablet mechanics like Abyss, Depths, Breach, or Delirium, I can push that closer to 5 million.

And the time per map matters just as much as the raw number. If you're getting 3% in 10-minute maps, that's around 50 million XP per hour. If those maps take 5 minutes, that's around 100 million XP per hour.

So yes, from my perspective, that's a lot.

Right now in slightly juiced normal T15-T16 maps, I'm getting about 20-30 million XP per hour.


3% per map at 98 is a lot. It's basically only possible in a busted temple (which anyone with a brain can see won't be available in it's current form past 0.4).

The most XP per hour I've ever been able to get from a t15 map at level 98 was ~15M and this is how I did it:

- use one of those omens that rerolls a map with a chaos orb to have all mods increase packsize. I had ~40% increased packsize on the waystone itself.
- My atlas was specced into increased packsize, more packs, increased effect of precursor tablet mods, strongboxes, and more magics/rares, and chance for the enlightening shrine.
- tablets were all rare with increased XP, more magic monsters and I can't remember the other mods exactly but I know that one was irradiated for +1 to zone level, one was breach with extra breaches, and the other was abyss with extra abysses.
- the zone was a corrupted nexus channel map zone with the inherent modifier of 100+% increased experience and reduced rarity of items.
- the map had 2 enlightening shrines (very lucky) that were active the entire time I was completing the breaches.
- I was playing a mace wielding Titan in hcssf, not a zoomzoom bloodmage or whatever people in sc play so it would certainly be faster and more xp/hr if you had a build like that going on.
- I'm currently trying out other strategies using a revamped version of the mace titan but he's only at level 92 and but I've been able to get him up to 200M XP/hr at this level which is also quite a lot.

Again, these numbers are only impressive if you forget about the temple. In a temple you can set it up so you can get 5% XP per run at level 99. People can go from level 1-->97 in like an hour or two by leeching, which I personally think shouldn't be in the game - but that's another discussion for another thread.

Who am I to say anything, I don't respect my time either.
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Jyrlep#4788 wrote:

MTX or cosmetic rewards would be fine as a compromise, but not everyone cares about forum peacocking, "flex value", or digital designer handbags. Some people want to play the game, not dress their character up like a Christmas tree and call that meaningful progression.


Yeah I'm not totally enamored with the idea of a cosmetic as an additional reward/incentive, would rather have something functional or meaningful that improves QoL or the game experience. Lots of little things it could be.

I question whether GGG would even consider that since that's essentially giving away something they could be charging people for as a mtx anyway. Seems unlikely they'd do that, so ill stick with +1% runspeed per level from 96 up as my official request.

But again, anything at all would be better than basically getting the same coupon for 10% off a Whopper Jr that we already got for going from 1 to 2 at the cost of 10 to 100 times the effort.
Last edited by Skutz123#5377 on Mar 6, 2026, 11:23:20 AM
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Jyrlep#4788 wrote:
It's always funny when people talk about leveling like a millionaire giving budgeting advice.


MTX or cosmetic rewards would be fine as a compromise, but not everyone cares about forum peacocking, "flex value", or digital designer handbags. Some people want to play the game, not dress their character up like a Christmas tree and call that meaningful progression.

.



I totally agree! I remember back in 1990 in RPG games rare and unique items had better design look than common items. Nowadays you don't need to bother as efforts to reach a good looking gear (gold gear view) past to history while replaced gradually with big gold pockets. To hell with all of these cosmetics that ruined old time classic RPG games.

If 0.5.0 patch comes with cosmetic rewards to levels 95-100 I'll abandon the gane becouse insults every player's effort and time spent.
Only in Campaign there's been good work about rewards. After then i encounter the worst rewarding system in the last 50+ RPG games played from 90's so far...

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