#Story modes normal difficulty should be capped at lvl 70 awakener level.

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boreal zinc
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This is a concern that has been sticking with me as I play through arc 2. The baseline for levels kept oncreasing and now it is at lvl 69 in early stages of Arc 2 chapter 5.

I think you guys should cap it at 70 and should not increase further so that players will have a challanging stage while also have the ability to progress the stage. Beyond level 70 would be too much for casuals and you guys have hard mode and madness mode for that

chilly escarp
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Recommended levels don't really mean that much. From my experience the only lv 70 you'd need in story would be your main carry in this context.

boreal zinc
south crater
royal cedar
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It's easy to say the recommended levels don't mean anything, but it's not really about them recommending an average team level for you to hit or what level your awakeners are. You go from A4 to A5, which is only five recommended levels, and health values triple.

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W5A3 is recommended level 68 and W5A5 is recommended level 79; a scant difference of ten or eleven levels is more than seven and a half times more HP. And going from level 60 to level 70 is something of a time gate, but going from 70 to 80 is absolutely fucking brutal.

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The average level of your awakeners doesn't really contribute as much as it otherwise implies. 10 more levels on your awakeners isn't going to increase their damage output by 750% or increase their durability by 25%. If those ten levels also raise your effective Keeper level, however, that is going to change. If the account level and the average awakener level is lower than the recommended, you will have a really hard time dealing with things like this. Especially since some teams have important mechanics dependent upon your maximum health.

vestal quail