Yeah, during a regular first playthrough, you have more or less normal levels. But then there's the extra content. That's where the levels skyrocket.I played the first one too... until I mistakenly went to "modify" an item in the store and saw enemies' levels on the 2000s. While I was on the 30s (after 5 scenarios, no less). I can understand a variation, but that's way too much for me.
At which level did he gain the "slow"for now, levels only works to unlock new abilities, remember that he got sleep over 1000 and berserk over 2000 I think (with the monster train).
He gained it when Paralyze leveled up to level 4 if my memory is correct.At which level did he gain the "slow"
effect?
Well it's her arc where she grows in power.Bro sogou was the best part of this arc, glad that she got the kill instead of getting help like a princess, really Hope that she won't turn into MC enemy because she IS the only true hero here
...As somebody who's used to level limits of 10-20 or even less, 50-60 at most and treating each level up as an achievement, levels on four freaking digits and jumping several hundreds on one go feels very cheap and like the author doesn't actually know what levelling stands for...
It's called a counter-trap card in the Yugioh lingo. ;p"You activated my trap"
"No you activated my trap"
"wait what ?"
Tanks for the food
What I find interesting in this story is how the author wrote gameplay elements to be used in a book. It's classical to have overpowered Magic with incredible effects, but debuffs are not common and the author brillantly uses them.Tbf, MC just one shot (though not really how his skill works) an enemy that's easily destroying a battalion of high level combatants and heroes.
If the big bad of the day can summon thousands of high level enemies, I really sure hope he gives an equivalent amount of rewards.
And levels here really isn't similar to levels in DnD, action rpgs or some highly competitive games. One whole level in dnd can make an already amazing wizard into a spell slinging weapon of mass destruction.
Here a level can vary from a few negligible stat points to a bit more, but still negligible amount of stat points.
Like, have you seen the MC's stats? He doesn't get much except for his MP.
This story is based on the games where you grind for hours getting to level 100 so you can barely get to the start of the actual content where the level 300 new game+ players gather.
That I understand, if you defeat something not meant to be fought, but fled from (Greatwyrms, Tarrasque, Vecna, "Durin's Bane", Chaos Space Marines...)obviously you get great rewards. I was talking more about the system itself, which makes the levels too granular in the growth and makes them not feel like they matter at all. I find that very cheap, like they didn't get RPG mecanics "right".Tbf, MC just one shot (though not really how his skill works) an enemy that's easily destroying a battalion of high level combatants and heroes.
If the big bad of the day can summon thousands of high level enemies, I really sure hope he gives an equivalent amount of rewards.
Now you're speaking my language!And levels here really isn't similar to levels in DnD,
That's what I meant by them being "breakthroughs of potential" in a previous post: that levels mean something, not just a number.action rpgs or some highly competitive games. One whole level in dnd can make an already amazing wizard into a spell slinging weapon of mass destruction.
Stats can change a lot from system to system, but I noticed the divergence, yes.Here a level can vary from a few negligible stat points to a bit more, but still negligible amount of stat points.
Like, have you seen the MC's stats? He doesn't get much except for his MP.
Do you know any game like that? It's to avoid it like the plague.This story is based on the games where you grind for hours getting to level 100 so you can barely get to the start of the actual content where the level 300 new game+ players gather.
Stats and level actually matter.That I understand, if you defeat something not meant to be fought, but fled from (Greatwyrms, Tarrasque, Vecna, "Durin's Bane", Chaos Space Marines...)obviously you get great rewards. I was talking more about the system itself, which makes the levels too granular in the growth and makes them not feel like they matter at all. I find that very cheap, like they didn't get RPG mecanics "right".
Now you're speaking my language!
That's what I meant by them being "breakthroughs of potential" in a previous post: that levels mean something, not just a number.
Stats can change a lot from system to system, but I noticed the divergence, yes.
Do you know any game like that? It's to avoid it like the plague.
I didn't necessarily say that they doesn't matter. Sorry if I was confusing, let me explain better.Stats and level actually matter.
Later on in the story, one of the Heroes destroy one of Vicius's minion with their stats, a strategy that could be used against Vicius herself in theory.
(I was vague in purpose).
In fact, the Heroes have a limit until it becomes extraordinarly difficult to level up. For S-Rank, level 100 is the first limit where they start needing big enemies to get a huge amount of XP (Touka is at that point currently). And then there's the upper limit where they need too much exp to be worth any grinding (Sogou at the level she will be after this battle is at that point now). It doesn't mean they don't have way to grow anymore, they have to rely on their abilities and skills.I didn't necessarily say that they doesn't matter. Sorry if I was confusing, let me explain better.
What I said it's that individual levels are so granular that in the growth of power of the characters each level means so little they may not feel like each level individually means anything.
Sure even +1 increments eventually add up, but when you have stats numbering in the hundreds, levels numbering in the several thousand, each individual increment doesn't ultimately matter save for reaching the next "X000" (initially was going for "N-k", but didn't know if that would get the point across) you find in many VRPGs, especially of the ERPG variety.
It's just going around the same concept: authors wanting to replicate such systems and their XBAWKSHUEG numbers for whatever reason, I feel like they're losing something of the original essence in the process. Personally not my cup of tea, used as I am to the Max-lvl.:20s, thinking about my chars developments each Lvl. up, "Roll for Initiative", TPKs because our DM got fed-up with us and other TT/WRPG weirdness, but that's just me.
No it's not the level cap.exactly 2500? Level cap?
I found something similar in some TRPGs, but instead of levels which are usually capped, they trigger with age. As in, if you hit middle-age with you character, you have penalties to development but bonus on other areas; early seniority get even penalties to checks and so on...I find this level system more interesting than most give it credit for.
Honestly, I also find her more interesting than Touka because she's not just one of the extremes (extremely weak, extremely strong) but has her weaknesses and suffers from them while trying to overcome them. A hero who grows through challenges in a believable way is more interesting than someone who is just OP.Well it's her arc where she grows in power.
Sogou is an interesting character, many don't like her (not me), but she's not the typical heroic Mary-Sue/Gary-Stu that we generally see in that type of Isekai, so stupidly strong that nobody can challenge them in their mentality. She's stupidly strong, yes, but she has several weaknesses that makes me enjoy following this character (less than Touka though).
Ahhh, DnD... Our Gamemasters make us go through endless fights and yet, our characters barely level up. After two, or three years, were at level 11 now. Oh, and we use e3.5... I already said: If we start another campaign with new characters, let's switch to edition 5. They all agreed.That I understand, if you defeat something not meant to be fought, but fled from (Greatwyrms, Tarrasque, Vecna, "Durin's Bane", Chaos Space Marines...)obviously you get great rewards. I was talking more about the system itself, which makes the levels too granular in the growth and makes them not feel like they matter at all. I find that very cheap, like they didn't get RPG mecanics "right".
Touka is interesting in another way, his skill is op, but he has to use his brain to make it work.Honestly, I also find her more interesting than Touka because she's not just one of the extremes (extremely weak, extremely strong) but has her weaknesses and suffers from them while trying to overcome them. A hero who grows through challenges in a believable way is more interesting than someone who is just OP.
I mostly played 3.5 long ago and now I'm starting from scratch (a.k.a. the strater set about the dragons and the island) on 5th (2024). So far so good, I'm curious about the Tieflings, after movie's Doric. But mostly I played old LoTR, WFRP and W40KRP: Dark Heresy. But I've been a while without playing anything and I miss it.Ahhh, DnD... Our Gamemasters make us go through endless fights and yet, our characters barely level up. After two, or three years, were at level 11 now. Oh, and we use e3.5... I already said: If we start another campaign with new characters, let's switch to edition 5. They all agreed.