#**Sugestão de Ajuste na Progressão e Evolução Pós-Nível 100**

8 messages · Page 1 of 1 (latest)

solar lynx
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k_cryingg n_sadge

Atualmente, o limite de nível 100 está causando um desequilíbrio na progressão do jogo. As dungeons mais avançadas aumentam constantemente em dano, vida e dificuldade, porém os jogadores permanecem no mesmo limite de poder.

Sem a possibilidade de evoluir além do nível 100, não conseguimos aumentar de forma significativa atributos como dano, HP e mana para acompanhar o crescimento dos inimigos. Isso cria uma diferença clara de força, onde o desafio deixa de ser estratégico e passa a ser limitação de evolução do personagem.

Para manter o equilíbrio e a motivação dos jogadores, seria importante:

  • Permitir níveis acima do 100
  • Criar formas adicionais de evolução de atributos
  • Garantir que o crescimento do jogador acompanhe o aumento da dificuldade das dungeons

Se o conteúdo continua ficando mais forte, o personagem também precisa continuar evoluindo para manter o equilíbrio e a sensação de progresso dentro do jogo.


Currently, the level 100 cap is causing an imbalance in game progression. More advanced dungeons constantly increase in damage, health, and difficulty, yet players remain at the same power limit. Without the possibility of leveling beyond 100, we cannot significantly increase attributes like damage, HP, and mana to keep pace with enemy growth. This creates a clear strength imbalance, where the challenge ceases to be strategic and becomes a limitation on character progression. To maintain balance and player motivation, it would be important to: * Allow levels above 100 * Create additional ways to improve attributes * Ensure that player growth keeps pace with the increasing difficulty of dungeons If the content continues to get stronger, the character also needs to continue evolving to maintain balance and a sense of progress within the game. ---

turbid summit
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I agree that we should have more ways to increase character power but I think it should be related to content rather than leveling. I don't think leveling past 100 is the right way to go about it.

solar lynx
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Warcraft has a level lock option for people who love having role-playing characters. q_kekw

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The vast majority would want a high-level session.

turbid summit
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Increasing level doesn't increase damage unless it also lets you get higher level equipment or more training points. Getting more training points removes buildcrafting almost entirely because you'd be able to max out all training stats. Removing the level cap entirely without creating a way to raise the level of weapons would punish people for opening legendary chests. Introducing a new, higher cap would mean people would wait even longer to open legendary chests, which in the short term would reduce player strength in UR.

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Let's say they raise the level cap to 150. The xp requirement to get to that level would be massive - all the XP required to get from level 1 to 100 would be about enough to get from level 100 to 120. Furthermore, XP gain from UR is low due to lack of XP rewards. So, people wouldn't want to open legendary chests until they get up to level 150. This change would 1) remove build uniqueness, 2) reduce damage in UR in the short term, 3) massively delay when people start to open the more exciting legendary chests. The break-even point for damage would be around level 120, which would also take a long time to get to, but once people get to level 150 their damage would be a little less than 150% of what it is right now.

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I'd prefer increasing player power through the addition of new content, such as: a pet update that increases pet power, customizability, etc; an equipment update that allows you to modify your weapons; a change that makes consumable items more central to the game; long-term rebalancing patterns (so far the devs have tended to buff weak characters rather than nerf strong ones); etc.