The Council would like to know the community’s opinion about levels for Illuvials in leviathan.
Currently, the system is designed to give your illuvials as big of a stat boost for level as it does for having perfect stats. And the only possible way to get to max level on your illuvial, besides third party solutions, is many days of grinding the Overworld.
There are potential problems with this: it is virtually impossible for players to enjoy **only **the Leviathan Arena. They are forced to grind in another game, currently Overworld, to level up their illuvials in order to compete. This is problematic because a strategy game player should not be forced into an open-world grind; it is a very different game and could deter many potential players from enjoying the game they actually want to play.
Another issue is that players might opt to pay someone to level up their illuvials—a process that is currently clunky when handled by third parties and requires waiting days until it is completed. This ties into another downside: a whale who just wants to throw money to get the best illuvial on the spot will likely not find any max-level, max-stat illuvial on the illuvidex (of which there is less than one per illuvial listed right now).
Alternatively, they might purchase a max-stats, zero-level illuvial and then feel cheated by having a perfect stat illuvial that has only half perfect stats when playing.
One option is to keep the levels as is but make them easier to acquire by removing the week-long grind to level 60.
This could involve introducing illuvial burning for levels or awarding more experience in the arena so players can level them up while playing the game they use them in.
The drawback to this is that it could lead to overburning, effectively eliminating the weak stat, low-level illuvials because they would all be burned into better stat, higher-level illuvials. This could undermine the entire purpose of having both stats and levels (since without weak illuvials, there are no strong ones).
Another potential drawback is that bots could exploit the increased experience for simply playing arena without any competitive restrictions, giving them a free pass to monopolize the level trade.
Conversely, removing levels from the arena and making them matter only in the game mode where they are acquired (OW / MMO-Lite) would disadvantage current holders who have already invested time in improving their illuvials.
TLDR:
Problems:
- Leviathan Arena Players should not be forced into the Overworld because of the level system
- The Grind for levels takes too long and is currently not a fun activity that should be forced on players
- Whales don't have an option to fast track levels, and could feel cheated buying perfect stat illuvials that are gate-kept by their levels.
Solutions:
- Remove Levels impact in Arena
- Current Level System does not improve the gameplay of Arena
- Receive more XP when playing Arena, so you can level up without being pushed into another Game
- Gauntlet players are not forced into other Games
- Make Levels purchasable directly or via Battlepass
- this helps attaching a Prize-Tag to the time investment that is required to do it yourself. (similar to ADR)
- Players can "sell" XP via their ILV:Zero Training Gyms
- Likely not feasible due to downsized team and current full focus on arena + mmo lite.
- Burn Illuvials for XP
- Risky as this requires a complex and perfectly balanced economic model.
These are some of the pros and cons I have gathered from discussions in this thread, with community members, council members, and team members.
Please feel free to post your feedback and opinions on this matter so that we can collectively find a solution.
Thank you.

1. Add a function like scanning with autodromes, only for pumping levels
Ordinary players are happy, whales are happy, I think we can stop going on.


