Currently Grimarillion is using a standard XP formula (the same from AOM) which results in a much faster leveling rate and often times hitting the level cap very early.
I have no intentions of making another 2 versions branching from ungrim/grimarillion, so here’s the deal:
Do you want reduced XP rate so the leveling process feels like vanilla?
OR
Keep the current XP rate so you can level faster?
Personally, I’m ok with the XP rate, I don’t mind leveling faster since the enemies scale with you regardless. You hit the level cap and if you haven’t already beaten the game that just means now you have to grind for gear to make your character even stronger.
Discuss if you’d like, really not much to say though. This or that.
I’ve gone for slower since I think with all the mobs/heroes floating around levelling will still be pretty quick, especially if you want to clear all areas too including AoM on Normal and Elite. If it stays as is and people do the above they could well be hitting L100 in late Elite which would make Ultimate difficulty just a loot grind if that’s your thing.
And you’ll have to consider Forgotten Gods too. Add that into the mix and I honestly don’t know how early people could hit L100 if they cleared everything and did both expansions on all difficulties with the current XP formula.
I feel like FG will just be an alternate way to level to cap anyway, kinda like Crucible is an alternate way to farm or get devotions. But really, I could care less how it is in Grimarillion, I don’t play it.
Yeah, but there will be people playing both expansions. I’m sort of worried about the main game hitting level cap too soon, never mind something like this with more spawns.
Mind you, I guess you could make a Grimarillion/Ungrim challenge to see who can hit 100 the fastest.
As Grimarillion creates many monsters, the normal level of players in Malmouth is 70, and in elite difficulty it reaches 100.
This far exceeds the character growth rate and map design.
You may end up getting to level cap real fast and overshoot trying to get TQ legendaries (level 65-75), but with fast leveling, it makes it easier to play with different classes and try all the new skills. Additionally, especially since there’s no Grimtools to theorycraft builds, people aren’t going to get their skill layout perfect (or even close to what the optimal lay out would be) on their first go-around. Having a high XP rate allows for people to test out certain skills, then respec to test out different theories for skill point allocation. This is especially true for devotions, as depending on what gear you end up going for, you may switch around your devotion pattern a few times before you figure out what you want.
i like leveling really fast early on to test things out, but it can kill the leveling experience quite a bit.
while i whouldnt mind it being slower over all, i personally see this mod as “a bunch of cool things to test out that arent in the game” so having fairly fast leveling enables me to try out more cool shit in the same period of time. making builds and trying to break the game is the main reason why i play arpg’s =)
Yeah, for 60c I left the xp rate as it was because of the even split.
Yup, can agree with that.
Another thing for me to consider is Ungrim. If I reduce the xp rate in Grimar, by default Ungrim will also have that reduction unless I make some changes to my ungrim-generation script. Not impossible, just extra work, really not interested in making more work for myself.
I run into problems with about 9 Star monsters all grouped together, impossible for most of my builds. And the one that can (pet), really needs the levels to do it (and then some).
Now if it was only normal monsters doubled/tripled (whatever ) and no star monsters doubled/tripled), a lower exp gain could work.
Well I would say, lower the exp-rate with the Forgotten Gods expansion.
ATM I started Grimarillion yesterday. Before that I played Grimmest (only, so normal game only with grimmest mod) and thats a realy long journey and also a painful when you consider some boss fights, wehere you will die more then one time it will cost a lot of xp and it wil ltake it’s time till you get that back with mob kills.
For example: Grimmest has 1/4 of the exp-rate: and there are story parts like fort ikon and onward that will give you long ways of traveling without any side-quests (yeah I know outcasts, but the only quest forward is into the necropolis). The Problem for me were the plains of Strife or in general the “Aetherial Obelisks”. These Moth******ers are spawned alone, but when you kill them in 1. Phase, then there will spawn like 8 in the second phase. Resulting in one shotting me every time in elite. The problem here ist the gain and lose of exp per death. Pretty hard to catch op lost xp with 1/4 of the vanilla exp-rate.
TL:DR: Keep it like the way it is and lower it from 1/2 to 1/3 with the Forgotten Gods upcoming version (if there will be one *Hope so:D;) )
Running my Guardian of the Elements in ungrim v60 and he reached Homestead at L43. Can’t remember now if I cleared everything in Act 1, but he’s only been doing quests from Act 2 onwards. Compare that to my L45 Death Knight in normal game who’s finished Act 4 and is ready to head into AoM - also doing quests only.
Guardian has reached Fort Ikon and is L53. Just doing main/side and Kymon’s quests. Also have the Mogdrogen shrine quest from the Rovers since I had enough rep to get it easily.
Just out of curiousity I started a new Guardian of the Elements and plan to clear all or mostly all areas with him. Just finished Act 1 and he’s already L34. Didn’t do Gutworm, but cleared just about everything else including Hallowed Hill. At this rate running him through all of Normal ilcuidng AoM should see him pretty close to the level cap is my guess.
Yes, I am personnally done with 3 difficulties. Major changes will come eventually, but waiting for FG first
I will attempt to keep the total number of attributes and skill points the same, but reduce max level so that you always get 3 skill points per level. Adjust all loot level reqs, open all rifts once Grimmest/Veteran Log is killed and adjust it so that the you can be “done” after 1 (2 max) playthroughs.
This game is HUGE already and about to get even larger. Playing it all 3 times is ridiculous IMO.