Ideas for XP usage gained after hitting level cap

Basically, at the moment, there are no post level cap XP usage and so once a character hits the cap, all the XP gained goes to waste. A system similar to paragon/D3 can be implemented but people might argue that it will break the game, making it too easy by adding too many passive buffs. So instead, I propose a different solution.

Once a character hits level cap, all XP gained will be put towards a different meter fills when cap level amount of XP is gained. This meter is account bound. Each time this meter is filled, the character receives a special shard. These shards can be used for crafting different legendaries and can also be used to craft a special key, which can open a new type of XP chest, which will spawn randomly or be present in the safehouse. This chest will offer randomized loot, even rare recipes and legendary items. Since the meter is equivalent to the level cap meter, it will essentially take some time before a shard is obtained, so the incentive can be adjusted based on this factor and it is up to the developer.

I personally feel like it’s kinda sad that XP are wasted once the cap is reached and most players won’t feel the need to participate in bounties or quests afterwards, essentially killing off some important areas of the game. A system to address this issue will be beneficial for all.

Yooo, I like this idea

Devs said somwhere they don’t like infinite progression (similar to d3 paragon lvls) and i do agree on this point. But a little incentive to keep playing a capped character (other than loot hunting itself) couldn’t hurt. Maybe a screen or an orb.

The devs focus on the game is for people to create new characters and try new builds when they’ve completed the game. “End game” is basically grinding for better gear and improving your character that way - which is basically the incentive for grinding.

I don’t like grinding and would rather start a new character/new build and play again. Some people like the grinding and finding better gear to improve their character.

Yes that’s what i do as well and i’m fine with that, trying new builds is big part of the fun.

Some people argue that the endgame in an arpg is to level another char and make it strong. Others is to grind gg gears.

You can have both in GD, but I wouldn’t mind an incentive for those hard working grinders that invest a lot of time in one char and have fun doing so.

Uh, that is the incentive - better gear. :stuck_out_tongue:

hehe I mean more than that. Something in the middle of what OP suggested :slight_smile:

I remember a similar idea came up a while ago, I quite liked it at the time and I still do. I think simply spawning a high-quality loot orb near your character when you level up post-cap would be the best way to go about it though, having all these extra things like shards and keys and chests seems a bit needlessly complicated.

Have you played Borderlands/Torchlight?

What about bounty rewards stop giving rep after you reach cap

and start giving you the option for exclusive rare/epic and lore friendly items from that faction? -

I have, but not for long enough to know anything about what happens once you hit the level cap. :rolleyes:

Usually I’d reject something that is related to infinite progression but this sounds nice

Well, if you have a character with BiS items, then there’s no better gear for that character.

I understand that there are people who think endgame should be only about leveling alts, but I also understand people who think endgame should be some sort of infinite progression of an already powerful character. Grim Dawn suits perfectly the former option, but I think it would be nice if it also did something for the latter. I’m not saying it should implement a system as elaborate as D3 rifts or PoE maps, but something that would make you feel awesome about your character. E.g. infinite waves in the Crucible, with ever stronger buffs/debuffs (which already exist as mutators), and checkpoints every 50 levels. And rewards could be purely aesthetic, like a trophy room or something.

However, it’s pretty clear from everything Crate ever said about it, that they don’t intend to do something like that. So, if it’s ever done, it can only come in the form of a mod.

I agree that progression should not be infinite, the downside of letting exp go to waste at level cap has the upside of not losing any when you die
Hello infinite tries on the edge of reality!

That said, it does feel broken to me when I get xp rewards for quests when capped, basically getting no reward at all in some cases
That also feels like quick leveling by being efficient and thorough is punished
I suppose that is something they may not have considered well enough

I would like to see a system like OP suggests as a substitute for this, another option would be to give alternative quest rewards to capped characters, but that may be hard to implement

Beyond that I think items are enough of a reward and incentive

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Ofc we dont want the d3 paragon (zzz) but something like this is used in Destiny.

Now, in the 2nd game you get mostly cosmetic items/emotes/ or rarely some weapon mods.

maybe I misunderstand the OP, but to me the proposal was to get some more items as a reward, so basically a slightly better drop rate. In that case the above is still true even with the proposal…

I remember a similar thread popping up about this when I started the game.

Honestly I still agree with it but make it super simple.

Everytime you get X amount of experience after getting to max (penalty for dying still exist) you receive Y. A loot orb sound nice but it should be a “new kind” (not a Magnificient for exemple that already exist in the game) either one that drop X amount of item (worst value being Rare can be anything even MI) or something that could be like an Exalted Orb in which it provide at worst an Epic Item.

My top dream for that kind of drop would be to have it give 5 item one for each 20 level interval. All minimum Rare (could be Legendary)
1-20
21-40
41-60
61-80
81-100

It could give you one item for your character but damn it would be a chance to see a drop that make you go Oh I need to try it let’s build a new one!!

Please, no. I’d prefer usual level progression. Cap is a cap. It’s unusual to give loot for exp. Experience is experience, not loot gauge. If you want more loot for points, play Crucible, it’s dedicated for those kind of stuff

what’s the harm of giving bounties a reason to be played?

Edit: double post

what’s the harm of giving bounties a reason to be played?

Edit: double post…