Make Leveling from 96 to 100 more meaningful-Add some small additional reward/motivation
" Well great both have been a thing since launch and both have guides for it. If someone would be atruggling with progression on those skills or builds it would warrant the response. Especially if they wanted to say they play their own builds and non meta. Not sure thats the case for 2H warrior no shield though, definitely noone on these forums thats for damn sure. They all ran giants blood pre nerf and cant even figure out armour in general. 🤣 but you can make a separate post on the originality of skills or archetypes or even builds, and we can discuss it there if you want Again the post wasnt even meant for you. Mash the clean
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" I never once said I had any build issues or problems leveling. I never asked to make exping any easier, and I even said at the start I kind of liked that the scaling changed in the very later levels, it makes it feel more challenging. I don't think 40 deaths was that impactful, with omens of amelioration that adds up to about 1 level lost. Endgame is pretty easy with any reasonably well constructed build. I offered that I was playing off meta so people could have a little insight into the perspective I was arguing from. That is I'm not running a busted broken build BM/Oracle CoC etc that'll be nerfed eventually. I'm aware how effectiveness works and when I was leveling was running t16s with tabs stacking exp and effectiveness. When that felt slow I finally made the effort to build up my temple with the long garrison armory spymaster snake. Anyway, even if I was running BM CoC and had put in the effort it takes to make the fubgun or a max exp temple I would still be making the same argument. If you put in the effort to design your build and your temple to make exp as easy as possible, you still deserve a better payout for going from 96-100. If something is more difficult, or simply takes more time/effort/resources to achieve I think it's better game design to have it be more rewarding than something that took far less effort. |
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A lot of arguments in here... but it seems like people are arguing the same points just from different angles.
I think most people can agree that we don't need more actual character power associated with levels 95-100 as an inherent reward for reaching those levels. That is not necessary and it's straight up power creep. I think the spirit of this feedback is that there could be something more noteworthy to represent that a player has successfully sustained those grinding periods which differentiates it from earlier levels beyond just having a higher numerical level and skill point. Just something to make it feel more commensurate with the effort required to achieve those levels, but not something that is a direct increase to player power. This can be out of the box things too - here's a wild idea: for each level 95 to 100, have +20% increased player character size while in town lol. Who am I to say anything, I don't respect my time either.
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" This guy gets it. |
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" +1 I was never against cosmetic rewards. |
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" Your reward is extra skill points, this is a pointless thread. |
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" That’ll just come when challenges get added And if poe1 is anything to go by level 100 will be part of some challenge Mash the clean
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" If increased size of character is like increased size of companion then hell yea it counts!!! Increased size = increased Life = increased resistances = increased damage.... |
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GGG literally considers 96 the hard cutoff and expect your build to be "complete" at this stage
In what f***king reality does that make sense, Regardless of the ARPG, level 100 is the push so we have access to all points and build possibilities, I use to consider level 90 max level untill this season where I was able to solo level from 90 to 94 through mapping, Just to realize you can go from 90 to 98 after roughly 3-4 hours of doing juiced temples untill temple came out, Shit you can go from level 70 to 90 in an hour or 2 from temples Such a lack of foresight from GGG, and atrocious design to make the hard cut off 96, its honestly a disgusting buisness practice from GGG, its for no other reason then to sink/waste our time so they hope we spend money on MTX... To go from level 1 to 83 requires 1,096,169,525 EXP To go from 83 to 96 requires an additional 2,015,110,775 EXP, almost double the amount of exp to go from 1 to 83... To go from 96 to 100? requires an additional 1,139,054,144 EXP... It requires less EXP to go from 1 to 83 then it does 96 to 100... And keep in mind you have to always have omens to protect EXP or it will all be lost unless your playing a broken build/abusing unintended mechanics Not spending a single more $$$ on this shit show till they start respecting players time and stop catering to the 1-2% who have their entire lives to dedicate to this game Take this from someone whos been recovering from a medical issue and attending online school while inbetween jobs, I have all the time in the world besides a few hours of school work I can do from comfort of my own home, Yet even after spending 100s of hours, Left with nothing but frustration and anger and a feeling that all of that time I just spent was pointless + the fact everything in this game is RNG, no predictability besides oh this map MIGHT drop this support gem, or this boss MIGHT drop that unique, or it MIGHT NEVER, All depends on RNG, What it takes you 100s of hours chasing an item, could take another player an hour... Just depends on your LUCK :) >:( POE2 = Path of Wasting your time Gambling Now this is very off topic but fuck theres always people who'll respond with well I seemed to have no issue getting the items I needed and well I was able to craft this no problem Theres no gurantee's in crafting, "Oh well hinekora's lock lets us craft" No it shows you the inevitable result of using that Orb, meaning players use locks to rule out potentially bricking their items What to not do or what to do, And it only works for 1 single orb, Then need to reapply another lock, It does not let you craft, It rules out what orbs to use/avoid, and sometimes THERE ARE NO GOOD OUTCOMES, you can't determine that outcome, that affix, only see it and determine Yes this is what I want to do, this will not f**k my gear up, or Oh no, This is gonna f**k my gear up so I'll try this orb instead! And lets you know if you should or shouldn't corrupt your very good gear It doesn't allow crafting, Just determining Locks predict, Not gurantee, Not determine Locks are like a game of blackjack, With blackjack you can count cards and know when the odds are more in your favor, but it doesn't gurantee jack shit, just means odd are more in your favor The drop rates of locks are ridiculous, the only way to use locks effectively is through having 10s to 100s maybe even 1000s of divines laying around to trade for locks, Something the average player will not, only those with all the time in the world to grind this game to their hearts content and I mean ya those players should be rewarded for their time, But f**k this game only favors those who dedicate absurd hours and have no problem with brainless repetition There needs to be more ways not just to predict, but to determine, to gurantee, this or that, not have it all come down to RNG at the end of the day All you can do in this game is increase your chances by repeating the same thing over and over and over, Im trying to farm fracturing orbs, Ive cleared now 12 nexuses, Not a single immured fury node, Previously in league? After clearing the needed nexus's for first 30 points, I had 4 immured fury nodes, Now after actually trying to farm nexus's to get more, Nothing, just my time wasted Dernière édition par Jobama#9902, le 5 mars 2026 à 19:43:14
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96 is not a cutoff for anything.
Literally screenshotted a single map giving 3% experience. Would take 31 maps to 98. Thats a few hours at most of play time. Mash the clean
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