Hello! I’d like to share an idea that would solve the age-old motivation problem tied to gaining experience from killing enemies. After reaching level 100 and completing all the necessary constellations, for me — and I believe for many other players — certain important aspects of the game lose all meaning. Namely, combat and side quests. Waiting for a legendary item to drop from a minor elite enemy is, let’s be honest, not a great motivation, so in most cases you end up just running past crowds or inventing your own motivation. And when you do have to fight through packs of pointless enemies just to sweep them aside — that’s boring. With that in mind, I’d like to propose a solution, broken down point by point:
1.The maximum level remains 100, but now a secondary purple bar fills up on top of the main experience bar.
2.When it reaches its maximum, the player’s level doesn’t change. The bar starts filling again, and a message appears: “Return to a settlement for your reward.”
3.After the first fill, a chest with a purple glow appears in every town. This is a reusable chest — upon opening, it drops exactly as many rewards as the number of times the purple bar has been filled since it was last opened. The chests in different towns are simply different access points to the same reward, so the player isn’t forced to return to one specific location.
4.The experience threshold for filling the bar is now fixed.
5.If a player doesn’t open the chest for months, accumulated rewards could break the balance. A simple solution: a maximum of 10 accumulated cycles — after that, the bar won’t reset until you claim your reward.
In the past, the player accumulated experience points to become stronger, and that was genuinely worth it. That’s why I propose making the reward less random and more transparent than other chests — this will increase its value, as it becomes less ephemeral to the player.
My proposed reward:
One of the following:
- A random legendary item
- A random epic set item - (Rarely)
- An undiscovered blueprint
+ One of the following:
- A rare component
- A rare ingredient (Ancient Heart, Eldritch Essence, etc.)
- A rare consumable, e.g. Aether Cluster
+ Iron bits
This reward may seem too generous, but everything depends on how much experience is required to earn it. And overall, this is just my proposal.
Notes:
1.It would be great, of course, to explain this part of the game narratively. For example, by adding a character from whom it all begins.
2.In the base game, level 100 was unattainable, which means this feature won’t be available without the expansion.
Would love some feedback on this. Thank you for your attention!