I am reading all those topics about slow xp gain and have suddenly recalled one more thing that I consider a problem in the game. It is stat gain from lvlup. I think it is wrong to make a hero gain boost for his spells and hp from lvlup. Heroes should gain power from combining spells and abilities in a smart way or from having more skills and more APs (or lesser AP costs) and from good equipment. With growing level you get better items. At the moment there are 6 main factors that make a unit stronger: items, abilities (the amount of them), skillpoints, attribute points, talents and xp. Getting xp is so important because items of a higher lvl have multiplied damage. If you buy a next lvl weapon, its damage is multiplied by your attribute and then also by skillpoints. In order to balance this, you have to go for exponential vitality growth. All this makes lvl matter too much. There is nothing bad in gaining advantage from lvling up, but why should it be exponential? I guess, if that was so starting from DOS1, you have chosen this way on purpose, but what is the reason? Is it making people do all quests possible? But you can motivate them by letting them get some really good loot or skillbook from finishing a quest. Finishing all possible quests in order to go futher through gamestory sounds boring. And it also feels boring when you want to try other class.

Last edited by Hewman; 12/01/17 02:27 PM.