So I hit 80 a couple weeks ago, and have started working towards 100% map completion as well as helping a friend level up to 80. Once he’s up to speed, we’ll probably start on dungeons, maybe try out WvW seriously for a while. I’m glad that you continue to get experience post-80; It gives a small incentive to doing things like lower level heart quests which would otherwise feel somewhat pointless. But I’ve begun to think about why the level cap is even necessary, and what it would mean to a game like this to set it ridiculously high or get rid of it altogether.
In some of the more ancient online games, there was often no cap or it was so difficult to get for such little reward that no one even bothered grinding towards it. But the grinding mentality hadn’t really set in at the time either, and so players would enjoy the game first and enjoy character progression second. Now that the markets changed, with huge item databases and youtube videos showing you every secret there is to discover, and players focused on grinding to the top and being the best, a leveling model like this wasn’t really possible(and may still not be). But with the way Anet has structured GW2, with a consistent playing experience replacing “end-game” and downscaling to keep it relevant no matter what level you are, that drive to get to the top and be the best has started to fade. Now I’ve found myself wondering, why do we even have the cap at all? If we never hit max level, would players stop and smell the roses more instead of craving end-game so much?
Obviously dungeons and WvW are balanced around level 80, but with scaling it’s not an issue. And things like traits would be silly if we had an infinite amount of them. But if that were dealt with, why couldn’t the number next to our name keep going up? Why can’t i have the feeling that my character is still growing, still progressing, even if it doesn’t mean much? Now obviously in a game like WoW where your level dictates what skills you can use and there is no downscaling for lower level content, a level cap is a necessary evil, to keep players on the same level and keep new content challenging. But in this game, where all content is promised to be difficult no matter what level you are, the cap starts to feel like a dated concept.
Now I’m sure many of you are wondering, if we don’t get traits and we get downscaled anyway, what would be the point? Isn’t level just a useless number? Well, yes and no. We already get the skill point when we “level”, this would just officiate it. The only time it would show to other players are when we idle in Lion’s Arch, but it would at least be something. And there could be interesting/fun perks to leveling, like a level 200 armor set with the stats on-par with 80 gear, only the set looks particularly awesome. And how about ladder rankings, for the super hardcore players who live for the grind? Most of us won’t care about it, but there are folks who live for stuff like that. Possibly achievements and titles.
Well, it’s just something I’ve been thinking about lately. Perhaps there’s some glaring issue I’m missing here or a fine balance in the game that this would upset. Maybe it’s not even possible to have a place like WvW where downscaling and upscaling occur simultaneously. But I think it’s worth considering, and it could be yet another different twist on the genre that just, well, works.
TL;DR: Level caps in this game are potentially unnecessary and removing them could help with the lack of end-game issue without actually creating an end-game, or at least help perpetuate the current 1-80 experience.
edit: apparently isn’t + it = profanity when placed in close proximity
(edited by Varl.3269)