How about skipping level 1-30?
Crafting.
/15chars
Why not just level us up to 80 and give us full exotics while we’re at it? 1-30 takes no time at all.
Why not just level us up to 80 and give us full exotics while we’re at it?
I second this.
Also give us free legendary pls.
1-30 are the best stories imo. Just craft 2 max things and you are almost there anyways.
For people that already have a level 80. How about the option to skip these levels on alts, so we can play dungeons and not have to grind those levels again.
This can’t be a real question….
Either way:
Crafting.
You can level a toon to 80 with crafting if you want and have the gold. I’ve heard it’s 10g per craft; you’ll need to max out a few crafting profs.
Charr Legionaire
Dragonbrand
Or alternatively, they can just remove the level curve and make it even for all levels.
Right now, there is a level curve from 1-30. Once you hit 30, it flattens out. I have no idea why they did it that way, as it doesn’t make a lot of sense in my opinion.
They just need to flatten out all leveling and remove the curve completely. Then 1-30 will be the same as 30-80. Then it won’t seem as tedious.
Lady Bethany Of Noh – Chronomancer – Lords of Noh [LoN]
Or alternatively, they can just remove the level curve and make it even for all levels.
Right now, there is a level curve from 1-30. Once you hit 30, it flattens out. I have no idea why they did it that way, as it doesn’t make a lot of sense in my opinion.
They just need to flatten out all leveling and remove the curve completely. Then 1-30 will be the same as 30-80. Then it won’t seem as tedious.
Er, that’s incorrect.
The leveling curve is actually closer to a quadratic curve than anything else, it does not “flatten out” at Lvl 30.
http://wiki.guildwars2.com/images/thumb/8/8f/GW2_ExpPerLevel.png/800px-GW2_ExpPerLevel.png
How’d that work out for us so far?
Now let’s try some ideas that will really work.
Level to 10, craft Cooking and Artificer to 400. Instant level 30. Won’t take much gold either since these are the 2 cheapest professions.
OR you could craft to 21 and go spam Kessex Hills Chain Quests.
Or alternatively, they can just remove the level curve and make it even for all levels.
Right now, there is a level curve from 1-30. Once you hit 30, it flattens out. I have no idea why they did it that way, as it doesn’t make a lot of sense in my opinion.
They just need to flatten out all leveling and remove the curve completely. Then 1-30 will be the same as 30-80. Then it won’t seem as tedious.
Er, that’s incorrect.
The leveling curve is actually closer to a quadratic curve than anything else, it does not “flatten out” at Lvl 30.
http://wiki.guildwars2.com/images/thumb/8/8f/GW2_ExpPerLevel.png/800px-GW2_ExpPerLevel.png
It “flattens” out in the time it takes to level. The experience points required to level increase, but so does the amount of experience gained per hour (generally speaking).
Or alternatively, they can just remove the level curve and make it even for all levels.
Right now, there is a level curve from 1-30. Once you hit 30, it flattens out. I have no idea why they did it that way, as it doesn’t make a lot of sense in my opinion.
They just need to flatten out all leveling and remove the curve completely. Then 1-30 will be the same as 30-80. Then it won’t seem as tedious.
Er, that’s incorrect.
The leveling curve is actually closer to a quadratic curve than anything else, it does not “flatten out” at Lvl 30.
http://wiki.guildwars2.com/images/thumb/8/8f/GW2_ExpPerLevel.png/800px-GW2_ExpPerLevel.png
Sorry, but you’re incorrect.
http://www.arena.net/blog/progression-and-leveling-in-guild-wars-2
Our goal with Guild Wars 2 is to flatten out the leveling curve, keeping progression simple and straightforward.
Update: We got a number of questions regarding our graph, so we’re updating it to make it a little more clear. It was not our intention to imply that the early levels of the game require the exact same time investment as later levels, but to show that the curve plateaus.
Lady Bethany Of Noh – Chronomancer – Lords of Noh [LoN]
I always got a kick out of DAoC’s system of automatically boosting a player to ~halfway to max when making an alt. It would be about equivalent to GW2 starting you off at level 30 or 40 on an alt.
This game will never do that, though, since it would just result in even more level 80 backstab thieves in WvW…
It “flattens” out in the time it takes to level. The experience points required to level increase, but so does the amount of experience gained per hour (generally speaking).
If that’s what you and he means, then that’s still wrong.
Events are exactly the same in starter zones as they are in Orr: 7% of a level based on the level of the event. Same with resource mining, exploration , and all other forms of leveling. Observe the following table of data for more info:
http://wiki.guildwars2.com/wiki/Experience#Mechanics
Leveling with a Lvl 1 player in a Lvl 1 zone is exactly the same as leveling a Lvl 79 in a Lvl 79 zone. You gain experience at an equal rate. So in theory, a player can gain his first 10 levels from one craft, or his last 10 levels from that same craft, because the experience gain is constant across all 80 levels of the game.
The only way to gain XP at an accelerated rate is to compete in events that are above your level on a regular basis, which happens far more often at low levels, not at high levels.
Sorry, but you’re incorrect.
http://www.arena.net/blog/progression-and-leveling-in-guild-wars-2
Our goal with Guild Wars 2 is to flatten out the leveling curve, keeping progression simple and straightforward.
Update: We got a number of questions regarding our graph, so we’re updating it to make it a little more clear. It was not our intention to imply that the early levels of the game require the exact same time investment as later levels, but to show that the curve plateaus.
I know what the devs said. I’m telling you that’s not the reality.
That chart is an accurate representation of the experience required at every level of the game. It was taken directly from the GW2 wiki, using data taken from players who took note of the experience required at every single level of the game. The curve most certainly does NOT plateau at any stage of a character’s development.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
(edited by critickitten.1498)
I know what the devs said. I’m telling you that’s not the reality.
Er… if you’re gonna go out a limb and say that the devs are less knowledgeable of their own game design than you are, it would behoove you to at least drop a link or two as a source >_>
I know what the devs said. I’m telling you that’s not the reality.
Er… if you’re gonna go out a limb and say that the devs are less knowledgeable of their own game design than you are, it would behoove you to at least drop a link or two as a source >_>
I am not saying the devs don’t know about their own game design, I’m saying they may have had the intention of creating a level plateau but that isn’t what actually got implemented in their game.
As to the notion of proof, I did give proof, in that same post.
http://wiki.guildwars2.com/wiki/Experience#Mechanics
There’s a table of the amount of experience required at every level to attain the next level, from 1 to 80, and a chart was made of that data. It does not create a plateau effect at all, as you can see from that graph. It’s much closer to a standard quadratic curve.
Ergo claiming that “the curve flattens out” is false. It does not, as you can plainly see. However, they did manage to create a game whereby you gain experience at approximately the same rate across all levels of the game. This is most likely what they meant to say when they suggested that the game’s leveling will “plateau” at some point.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
I know what the devs said. I’m telling you that’s not the reality.
That chart is an accurate representation of the experience required at every level of the game. It was taken directly from the GW2 wiki, using data taken from players who took note of the experience required at every single level of the game. The curve most certainly does NOT plateau at any stage of a character’s development.
Wait, did you just say that the developers, the people who made and designed this game, don’t know what they are talking about? And they don’t know how their own system, the one they designed and created, works?
You better have a lot of proof to back up such a claim. And I don’t just mean some numbers and charts. Sorry, but I’m going to believe the creators of the game over a stranger on the forums. Unless they state otherwise.
Lady Bethany Of Noh – Chronomancer – Lords of Noh [LoN]
Wait, did you just say that the developers, the people who made and designed this game, don’t know what they are talking about? And they don’t know how their own system, the one they designed and created, works?
Not at all, and I’ll thank you not to twist my words.
I’m saying that you’re misinterpreting what the devs meant, mainly because they did not accurately state how the game was going to work.
They did not create a game where the leveling curve “flattens out”. What they created is a game where everything provides the same percentage of XP across all levels of the game, creating the illusion that the leveling curve is “flattening out”.
Or, to put it simply: The amount of XP needed to level from 1 to 2 is much greater than the XP needed at 79 to 80. However, because all of the game features that provide XP do it as a percentage of the player’s level rather than a static amount (as other MMOs do), and because they provide the same percentage of a player’s level at ALL levels, the amount of time invested at 1-to-2 is about the same as the time investment at 79-to-80 assuming both players follow the same activities.
Also, that data you’re shrugging off is pulled directly from the game by players who actually wrote down the experience to level at all 80 levels of the game. It came directly from the game. I’m going to trust data that can be pulled directly from the game more than I trust the word of any person, and I would recommend you do the same.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
(edited by critickitten.1498)
Wait, did you just say that the developers, the people who made and designed this game, don’t know what they are talking about? And they don’t know how their own system, the one they designed and created, works?
Not at all, and I’ll thank you not to twist my words.
I’m saying that you’re misinterpreting what the devs meant, mainly because they did not accurately state how the game was going to work.
They did not create a game where the leveling curve “flattens out”. What they created is a game where everything provides the same percentage of XP across all levels of the game, creating the illusion that the leveling curve is “flattening out”.
Also, that data you’re shrugging off as “fake” is pulled directly from the game by players who actually wrote down the experience to level at all 80 levels of the game. It came directly from the game. I’m going to trust data that can be pulled directly from the game more than I trust the word of any person, and I would recommend you do the same.
There is a difference though between LVL vs XP required, and LVL vs TIME required.
I think that’s what they are trying to say.
November 15, 2012 – The day a dream died.
@Crit
You’re confusing level experience with level curve. The graph that you linked shows the level experience but doesn’t take into other factors that effect the overall level curve. They are two different things that you’re trying to combine into one.
@Crit
You’re confusing level experience with level curve. The graph that you linked shows the level experience but doesn’t take into other factors that effect the overall level curve. They are two different things that you’re trying to combine into one.
No, it’s a misunderstanding of terms.
That’s my own fault, as I have always used “leveling curve” to refer to the amount of experience required to obtain a level. And many other places use that term in the same way.
In that context, the curve is not “flat” by any stretch of the imagination.
I consider time investment something else entirely, and I believe that is what the devs meant when they said that the game’s leveling curve would be “flat”.
Hopefully that clarifies things for the people who were quickly jumping to the devs’ defense without even realizing that I wasn’t attacking them. >_>
How’d that work out for us so far?
Now let’s try some ideas that will really work.
(edited by critickitten.1498)
No worries Crit. I wasn’t trying to attack you or defend the devs. Just wanted you to realize that the Experience Curve and Leveling Curve are two separate items.
In essence…GW2 does in fact have a somewhat flat leveling curve after level 15 as it should take you the same amount of time (number of mob kills) per level as long as you’re killing mobs your current level. If you need 50 level 30 Moa to reach level 31 they you should reach level 32 by killing 50 level 31 Moa. You can take time out of the equation completely if you like and the curve is still flat.
The devs were referencing the leveling curve…not experience curve.
Thing is, I understood that from the beginning. The problem is that “leveling curve” to me (and apparently to my friends, as I went around asking them what they thought it meant just to make sure I wasn’t crazy) always referred to the experience to level, whereas time investment was something entirely separate.
It’s just that the existing claims of the curve becoming a “plateau” aren’t accurate, and I (apparently) was having trouble getting this concept across to the other posters in this thread. Experience-to-level is a quadratic, and time-to-level is (in theory) a dead flat curve since all experience gains are percentage-based.
In practice, though, it’s not actually flat. You’ll often be running maps that you’re above in level just to clear out the map completion. That happened to my ranger.
I’d wager that it’s faster to level at low levels as it’s easier to run into events above your level, whereas it’s much slower at high levels where you’re running events below your own level most of the time. But that sort of data is harder to measure.
Regardless, I am still standing by my original point: the curve doesn’t “plateau” at Lvl 30. Depending on what you mean, it’s either a quadratic all the way up to 80, or it’s flatter than sea level. There’s no plateau. :P
How’d that work out for us so far?
Now let’s try some ideas that will really work.
To the op: Craft to level 30 (I did it to about level 40).
Also for nomenclature:
- Leveling curve = time required to increase one level (i.e. 2-hours)
- Experience curve = experience required to increase one level (i.e. 250,000 exp)
Leveling curve in GW2 is very flat…the time it takes to get from level 20-21 is about the same as 79-80 doing the same activities.
Experience curve in GW2 shows standard exponential growth.
Yes, this was already explained. I just like having it in a simple format.
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
It’s not that bad. I took my time with my main but breezed to level 80 on mesmer and thief alts. I didn’t keep track of anything but it went fast.
My guardian hit 80 in 54 hours while mastering 3 crafts.
I’m working on a 2nd thief so I can have two builds without dealing with gear and trait swapping. I hit level 45 a bit ago and checked /age before logging out. 21 hours with no crafting or event chains – I just did events as I found them while doing map completions.
I’ll probably just got to 50 then master 3 crafts, maybe just 2. Either way I bet I’ll be 80 in around 30-35 hours total.
Or maybe I’ll save gold and not do any crafting. Then I’d guess closer to 50 hours total to get to 80.
Either way that’s pretty fast.
It’s not that bad. I took my time with my main but breezed to level 80 on mesmer and thief alts. I didn’t keep track of anything but it went fast.
My guardian hit 80 in 54 hours while mastering 3 crafts.
*I’m working on a 2nd thief so I can have two builds without dealing with gear and trait swapping. * I hit level 45 a bit ago and checked /age before logging out. 21 hours with no crafting or event chains – I just did events as I found them while doing map completions.
I’ll probably just got to 50 then master 3 crafts, maybe just 2. Either way I bet I’ll be 80 in around 30-35 hours total.
Or maybe I’ll save gold and not do any crafting. Then I’d guess closer to 50 hours total to get to 80.
Either way that’s pretty fast.
[img]http://tromoticons.files.wordpress.com/2012/11/jackie-chan.jpg?w=1280[/img]
Crafting is their solution to this. Do the 3 lowest cost ones ( i think its about 20g total) and you can get to 30 within 3 hours. Get another 20-30g and you can get him to 80.
A better idea might be the ability to transfer XP from one character to another. There are lots of ways of doing this, but one might be equipping a special item that when activated, “absorbs” any experienced gained. This item can then be transferred and consumed to gain the amount of stored XP.
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
A better idea might be the ability to transfer XP from one character to another. There are lots of ways of doing this, but one might be equipping a special item that when activated, “absorbs” any experienced gained. This item can then be transferred and consumed to gain the amount of stored XP.
This is a “feature” in a LOT of Pay-to-win MMOs and it only imbalances the game because then paying players can “instantly” level a character from 1-80.
I highly suggest Anet NEVER introduces Exp Orbs or anything similar or equivalent.
Leveling is hard?
Ha ha
1-30 is the best part of this game, i’d rather they remove 31-80 to be honest..
While I like this idea ‘Really, I can’t weapon swap yet!? -.-"
For whatever reason the slowest part of the game is level 40-70.
For me from level 70 onwards I level SO fast, it feels like the xp i get is significantly more from Straights of Devastation onwards.
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”
1-30 are the best stories imo.
I agree
Kitten. Plateau means to eventually become stable. Flat = stable.
They said the Time/Level will eventually plateau. This is true. At low levels you level quickly. At higher levels it takes longer, but level-to-level the average time is about the same.
Rampage Wilson – Charr Engineer
Sea of Sorrows
(edited by Alarox.4590)
A better idea might be the ability to transfer XP from one character to another. There are lots of ways of doing this, but one might be equipping a special item that when activated, “absorbs” any experienced gained. This item can then be transferred and consumed to gain the amount of stored XP.
This is a “feature” in a LOT of Pay-to-win MMOs and it only imbalances the game because then paying players can “instantly” level a character from 1-80.
I highly suggest Anet NEVER introduces Exp Orbs or anything similar or equivalent.
Define imbalance. Convenience =/= imbalance.
Rampage Wilson – Charr Engineer
Sea of Sorrows
You’d be putting yourself at a disadvantage by allowing levelling to go even faster than it already is. This is because you gain skill as you get to 80. You would be a lv 80 character with lv 50 ability.
Also, there are more lv 1-30 zones and the only reason to do them is to get new characters up to the higher level zones that become more streamlined. Some mats are only gathered in those zones too, and it’s important to supply them.
Also, by learning skills one by one, you’re more likely to try different ones and learn how they are each useful. If you’re given all of them at once, it’s overwhelming.
Or alternatively, they can just remove the level curve and make it even for all levels.
Right now, there is a level curve from 1-30. Once you hit 30, it flattens out. I have no idea why they did it that way, as it doesn’t make a lot of sense in my opinion.
They just need to flatten out all leveling and remove the curve completely. Then 1-30 will be the same as 30-80. Then it won’t seem as tedious.
Er, that’s incorrect.
The leveling curve is actually closer to a quadratic curve than anything else, it does not “flatten out” at Lvl 30.
http://wiki.guildwars2.com/images/thumb/8/8f/GW2_ExpPerLevel.png/800px-GW2_ExpPerLevel.png
Experience gains are all percentage based on the appropriate level for the activity. Eg mining copper gives XP based on a lvl 1 character, regardless of your actual level, while ori does so based on a lvl 80 character. Percentages remain the same if you do level appropriate content. Even though the XP needed is quadratic, since XP gained is equally quadratic. This leads to a flat levelling time needed, about 1 hour per level which is a constant until 80.
However … levels 1 to 15 are based on a theoretical XP needed that’s higher than the actual XP needed which leads to slightly accelerated levelling on levels 1 to 15.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto
On 14 Jan I created my first alt. Yesterday (2 weeks later) the alt hit lvl 76. I work, so play only on weekends and evenings. Also, I used my main to complete dailies …
I played the alt until lvl 20, then speed crafted 2 crafts to 400. So, at lvl 40 went back into the world, concentrated on Shiverpeaks map completion (up to Dredgehaunt) and did PS until the start of Claw Island. Then did the all city and starter maps, now in Kessex Hills.
I went from 70 to 74 in Metricia playing solo and using food, 100% XP kill streak boosts. and killing almost everything I came across. At lvl 70, even with the DS, you are very efficient in a lvl 1-15 map, you can speed through completion, SP’s and all the boss vets and even the odd champ.
I rather level this way than pounding through all the risen in SoD .. Time enough for Orr once the alt hits 80 and properly kitted out ..
I sometimes make alts just to enjoy the lvl 1-30 storylines, as they are the most diverse and fun. Skipping that when making an alt would just stop me from making alts alltogether…
Kitten. Plateau means to eventually become stable. Flat = stable.
They said the Time/Level will eventually plateau. This is true. At low levels you level quickly. At higher levels it takes longer, but level-to-level the average time is about the same.
Er, no it doesn’t.
A plateau is a geological construct that gradually increases until some fixed point, where it levels off. In other words, it’s representative of a curve that rises, slows down, and eventually levels off and stays hovering around a particular value.
That does not represent the leveling curve, which (as others have stated) has an accelerated rate of leveling at the early levels due to how easy it is to stumble onto content above your level, and a much slower rate of leveling after that (because you’ll often be clearing maps that are below your level after Lvl 15 or so).
That doesn’t form a plateau, it forms a hill. >_>
Experience gains are all percentage based on the appropriate level for the activity. Eg mining copper gives XP based on a lvl 1 character, regardless of your actual level, while ori does so based on a lvl 80 character. Percentages remain the same if you do level appropriate content. Even though the XP needed is quadratic, since XP gained is equally quadratic. This leads to a flat levelling time needed, about 1 hour per level which is a constant until 80.
However … levels 1 to 15 are based on a theoretical XP needed that’s higher than the actual XP needed which leads to slightly accelerated levelling on levels 1 to 15.
I’m aware of this and even pointed that fact out in my other posts….which I’m guessing you didn’t read.
My point is that in neither case does the curve represent the idea of “plateauing”. In theory, the leveling curve is flat from 1 to 80. In practice, it’s increasing at the low levels (because your level will often be less than the map/event level) and decreases soon thereafter (because your level will often be greater than the map/event level). Neither of those is the “plateau” the devs stated the game would be.
All of which is irrelevant anyways, because leveling in this game is just fine as it is.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
There is a difference though between LVL vs XP required, and LVL vs TIME required.
I think that’s what they are trying to say.
Indeed, of course that’s what Anet meant, but this is a web forum, many posters don’t let facts get in the way of a good rant.
if you ask me the whole level system is completely redundant, why did they do it in the first place? just make all characters in the same level, its pointless to implement a downscaling system which doesnt work properly, it should be everything available for everyone from the start and differenciate in every map some tougher areas which should be only accomplished after you get better gear and all the traits
if you ask me the whole level system is completely redundant, why did they do it in the first place? just make all characters in the same level, its pointless to implement a downscaling system which doesnt work properly, it should be everything available for everyone from the start and differenciate in every map some tougher areas which should be only accomplished after you get better gear and all the traits
https://www.guildwars2.com/en/the-game/releases/january-2013/
More Upgrades and Improvements
- We’re making a ton of other improvements to the game this month, such as enhanced performance in WvW, tweaks to the dynamic level adjustment system, and UI improvements, which will be detailed in our release notes.
—-
Whether or not it will be to your liking is another story
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
I would pay gems or real money to buy lvl 80 characters.
Leveling isn’t fun, its a chore.
Can we has skip tutorial option plox?
i seriously agree with OP. on the other hand, give us dungeons for lvl1 every 10 lvls.
A better idea might be the ability to transfer XP from one character to another. There are lots of ways of doing this, but one might be equipping a special item that when activated, “absorbs” any experienced gained. This item can then be transferred and consumed to gain the amount of stored XP.
This is a “feature” in a LOT of Pay-to-win MMOs and it only imbalances the game because then paying players can “instantly” level a character from 1-80.
I highly suggest Anet NEVER introduces Exp Orbs or anything similar or equivalent.
Define imbalance. Convenience =/= imbalance.
So what if you can instantly level a character to 80 by transferring XP? If you can’t play the class you won’t be able to do squat with it. When you use the term “pay to win” that generally implies the player’s strength is heavily based around things that can be bought. Seeing that PVP occurs either in SPVP (preset level and equipment) or WvW (you get upscaled) being able to quickly level to 80 (which can already be done via crafting, just less conveniently) doesn’t negatively affect balance.
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
We need something in the gemstore for leveling from 1 to 80 at a certain cost.
I tend to find it easy to get an alt to like 20 or 30 and then I get really bored.
I’d prefer just an experience boost that scales by the number of level 80 characters I have. Each alt is more boring than the last. I’ve got a level 60 that I just can’t be bothered to play right now.
We need something in the gemstore for leveling from 1 to 80 at a certain cost.
Buy gems, convert to gold, buy mats on the TP, craft all the way to 80.
its like 8g for Cooking, Jewelcrafting, and Artificing….15g per for the other 5….so your looking at about 107 gold to level a character from 1-80…..which if the rate of 1g 72s for 100 gems atm, that is roughly 6221 gems, which would cost you 85 bucks irl money
@ the OP, i find 1-30 to be much more fun that 50-80….all those Risen zones can go back to the depths of the sea for all i care
but yeah, just craft some stuff…..cooking, jewelcrafting, and artificer are all pretty cheap
It “flattens” out in the time it takes to level. The experience points required to level increase, but so does the amount of experience gained per hour (generally speaking).
If that’s what you and he means, then that’s still wrong.
Events are exactly the same in starter zones as they are in Orr: 7% of a level based on the level of the event. Same with resource mining, exploration , and all other forms of leveling. Observe the following table of data for more info:
http://wiki.guildwars2.com/wiki/Experience#Mechanics
Leveling with a Lvl 1 player in a Lvl 1 zone is exactly the same as leveling a Lvl 79 in a Lvl 79 zone. You gain experience at an equal rate. So in theory, a player can gain his first 10 levels from one craft, or his last 10 levels from that same craft, because the experience gain is constant across all 80 levels of the game.
The only way to gain XP at an accelerated rate is to compete in events that are above your level on a regular basis, which happens far more often at low levels, not at high levels.
Sorry, but you’re incorrect.
http://www.arena.net/blog/progression-and-leveling-in-guild-wars-2
Our goal with Guild Wars 2 is to flatten out the leveling curve, keeping progression simple and straightforward.
Update: We got a number of questions regarding our graph, so we’re updating it to make it a little more clear. It was not our intention to imply that the early levels of the game require the exact same time investment as later levels, but to show that the curve plateaus.
I know what the devs said. I’m telling you that’s not the reality.
That chart is an accurate representation of the experience required at every level of the game. It was taken directly from the GW2 wiki, using data taken from players who took note of the experience required at every single level of the game. The curve most certainly does NOT plateau at any stage of a character’s development.
You can test it for yourself. Start your cooking craft at somewhere say level 50. You will be level 60 when you’re done every single time.
Every time I make an alt, I level him to level 5, and then start cooking. Once I max out my cooking, he ends up at level 17 every time.
So the percentage of XP must be off somewhere, maybe events yield the same percentage but perhaps hearts yield more at lower levels. I know for a fact that crafting yields a higher percentage of XP until level 20 where it “Flattens Out” and gives you 10 level every time from there on.