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Originally Posted by mazey vorstagg
I think the curve will just get flatter and flatter.
So, lvl 1-30 might make a huge difference each lvl stat wise (e.g. +40 hp each lvl) . But 30-60 is much less (e.g. +20hp each lvl) and 60-90 is less (+5hp)
until you have to gain 10 more lvls to get +1 hp.
E.g. at lvl 150 you reach 3000hp and you have to get lvl 170 to get 3001hp.
Power will change less as you get higher and higher up.
Obviously those who play more will be more powerful, but not by much.
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This is what I would like to see actually. It would be a perfect system that allows completionists and grinders to "complete" and "grind" themselves for titles, while allowing casual players to "max out" at a relative normal pace that precludes them from grind.
After a certain level, attribute points, or the similar proxy in GW2 (if it even works this way of cours), are no awarded anymore, but a level and inverse-exponetially increasing amounts of health and energy still are.
That would be a nice touch that can give some grinders a somewhat more tangible "elite" status while not really affecting the general gameplay. This of course should probably (and looks like it would) be capped for PvP play, to a similar vain of how it is now.
After a certain curve breakpoint, maybe a higher level character has access to vanity items non-hardcore players would not care as much about, such as our precious 15k armors. This would be a way to tangibly (again with that word!) give "rewards" to grinders/completionists/elitists without unbalancing the game.
Though I give this leveling-idea a two thumbs up, it of course matters on how the game is implemented. If skills are affected by higher HP or E that can be used more efficiently by a hardcore grinder, then clearly that would break the casual nature of general combat, and would make this system ridiculous in one way or another.
But I kinda like the idea so I think it would be fun to continue to develop as a character while being able to maintain a casual world.