Increasing the Level Cap as a Gameplay option

@Berserk While I can see how your original comment could easily be mistaken for the old ‘git gud’ - as you say, I think it can just be very difficult to offer advice without sounding like you are lecturing (experts often say that as much as 80% of our communication comes from tone, body language, facial expression, gestures etc - all of which are missing in text discussions.)

Your crocodile suggestion is almost exactly the same process I used - they seem like pretty much the perfect opponent for it. Shalebacks and red shalebacks are also good, because they too telegraph their moves (and work very well as training for things like gorillas/grey apes/king rocknose etc). As you say, it helped me get from the early game ‘spam clicking’ where I was just in a blind panic trying to stay alive and helped me get to the point where I now feel more comfortable taking my time and can choose how I attack and move much more freely.

I would also recommend trying the two-handed hammers for a bit - with a decent level character/armor, and initially going after weaker stuff (again crocs and shalebacks are often good start places). Because the hammer attacks are so slow, there really is no benefit in clicking faster, so it can really help get you used to only clicking for the specific attacks you want. (It’s also a great weapon against skeleton archers - provided you connect with the first heavy strike, it ‘pins’ them in place just long enough to hit with the second heavy. Then a pair of light attacks for hits 3 and 4, because they advance forward enough during the attack that the skeleton can’t back off out of range before you hit.)

the first time I beat a corrupted croc with a session 1 character and stone daggers still feels like one of the biggest ‘milestones’ I’ve passed in the game - and gave me so much more confidence in what I can do :slight_smile:

@Nadia - I really like your modified suggestion - seems to me like the ideal answer :slight_smile: Anything that puts more freedom of choice in player/server admin hands seems like it can only be a good thing. For my own gameplay I’d like to raise the level cap a little (not least because my natural RP tendency makes me dislike re-spec potions - I’d rather continue to play the ‘same’ character if that makes sense?). I can also understand those who wouldn’t want it - perhaps for the greater challenge (I can see maybe getting to that point at some stage - I’ve certainly started doing things that are ‘sub-optimal’ just because the seem fun).

I’ve always assumed that the level cap was principally to protect PVP by making sure that there wasn’t too big a gap between new characters and established characters. But I did also have a conversation with an experienced PVPer a while back who was advocating a small increase (perhaps to level 75) as something they felt would be good for PVP. Which just goes to show that there could potentially be interest for such a change across a wide range of game modes. And if it was added as a server setting/gameplay option as you suggest, then I can’t see any way that could negatively impact anyone :slight_smile:

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