It’s funny how a single change like this could change ToS into very different game. It went from 9/10 to 5/10 for me.
Exp, in general feels nice when ignoring exp curves. If we were to take the middle values of each hill, and base the exp on them, we’d have something really nice. This is a grindy game, as devs intended it to be, no problem with that. I find it really good that for first few months, only Alchemists and Pardoners would be people who picked them as their mains. It’s definitely not acceptable in one week beta test, but I think devs had something in mind when doing it, so I respect it.
Though I agree on the fact that the game is way too grindy on low levels. It’d be fine as it is, if the level cap was 80, not 600. I barely made it to rank 3, and I’m on the verge of giving up. I’ll just get to level 60-70 and maybe go back to korean test.
About boosting the cards, no. I believe grind is necessary, because you get stuff from it. Recipes, materials, even equipment, all that can be obtained from monsters.
I don’t like blue monsters. Sure, when game gives me them, I won’t mind, but the problem is they spoil you. You are grinding peacefully, then one comes by, you get a quick boost to your exp, and then grinding feels slow for a while. Really immersion breaking. If they weren’t as rare and as powerful, it’d be great.
On that note, trying to hunt harder monsters should be rewarded. If I were to go to a zone 20 levels higher and kill monsters, I’d expect getting bigger reward for my heroic efforts. If it would take my party three times as long to clear a room, I’d expect at least three times as much exp for that.
I’d also like to see boss grinding being a thing. Right now, the F.O.Es are rare (maybe they just have tricky spawn conditions), but I find them a fun thing that livens up the usual grind. If they showed up every few hours, and gave a full level or two (on all levels, by keeping in mind that they’d get painfully hard in late game), would be good in my opinion. More often spawns with lower exp rewards are also fine, maybe even better.
And the exp table. I can understand what IMC had in mind, but at the same, I don’t. Okay, you want to make the required exp lower after player get new rank in class, but why? What does that even achieve? The only thing I can think of are extra stat points to accomodate for new class, but if you didn’t invest your previous points with certain build in mind, you’re in a losing position anyway and 5-10 stat points won’t fix that.
I think two things should be done. First, the exp chart should be flatter, that insane rollercoaster serves no purpose other than locking players away. Second, you guys should make up your mind on intended levels to go in pair with rank up. New gear appears on level 40, exp curve falls on level 45, and most people I’ve met got their rank up on level 42. Pick one and stick to it, please.