Look, the problem is scaling TWICE...if enemy lv 10 give 10000 exp thus is enough for lv 1 char to increase to lv 5 and the lv 1 player manage to kill it? Sure! It's not like high level enemies shouldn't give more exp...The problem I have is that double scaled exp (which is what Divinity series is using) makes it REALLY bad when interacting with static quest exp reward...basically that lv 10 enemies should give 10k exp whether you're lv 1 or lv 25 not 10k on lv 1 and only 200 on lv 25...because the amount of exp to level at lv 1 and lv 25 WILL be different and the amount needed at lv 25 will ALREADY be more...
If the player does everything the game has to offer they should get max exp possible and not "Oh you do all the quest before killing monsters? You want max exp possible? Nope.avi" situation, especially that it's REALLY likely that amount of enemies present will be limited (aka no enemy respawn)...just take a look at the example I give back then...as I said before, it's should be that no matter order of things you do, if you do all of them total exp should be the same and not the kill monster first then quest...it just encourage "optimum" route...
Really though, level cap will be there if there's only limited thing you can do (there's just maximum amount of exp you can get)...the 80% range sounds reasonable though...
Sorry if this sounds a bit angry...
Last edited by onyhow; 10/05/13 05:48 PM.