Ooblagato
Hiding in plain sight
Reaper exp scaling based on quest level does not encourage reaper play during the leveling process. Not only does this not represent the increased challenge from playing higher reaper skulls on lower levels, but it also makes it feel worthless to play on anything above r1 before level 30. Simply put, it needs to be flattened out.
Here's a chart of base reaper exps for reference,
As you can see, playing at r1 at level 1 versus end game is about 6 times worse, and r10 at end game is almost 30 times more efficient than playing r10 at level 1, this is excluding the fact that the game balance allows you to be comparitively far more powerful at end game compared to the quest than early game. Essentially making the higher reaper early game a nearly meaningless feature.
Something like adding a flat base exp that gets multiplied out by skulls would fix most of this issue. Alternatively scrap the idea of quest level scaling the exp entirely as level based exp penalties/restrictions already account for most of this problem.
I know this is probably an old criticism, but with the talk of reaper adjustments and new difficulties in the works, it would be wise to revisit how exp is being rewarded.
Here's a chart of base reaper exps for reference,
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| 1 | 53 | 56 | 59 | 62 | 65 | 68 | 71 | 74 | 77 | 80 |
| 2 | 56 | 62 | 68 | 74 | 80 | 86 | 92 | 98 | 104 | 110 |
| 3 | 59 | 68 | 77 | 86 | 95 | 104 | 113 | 122 | 131 | 140 |
| 4 | 62 | 74 | 86 | 98 | 110 | 122 | 134 | 146 | 158 | 170 |
| 5 | 65 | 80 | 95 | 110 | 125 | 140 | 155 | 170 | 185 | 200 |
| 6 | 68 | 86 | 104 | 122 | 140 | 158 | 176 | 194 | 212 | 230 |
| 7 | 71 | 92 | 113 | 134 | 155 | 176 | 197 | 218 | 239 | 260 |
| 8 | 74 | 98 | 122 | 146 | 170 | 194 | 218 | 242 | 266 | 290 |
| 9 | 77 | 104 | 131 | 158 | 185 | 212 | 239 | 266 | 293 | 320 |
| 10 | 80 | 110 | 140 | 170 | 200 | 230 | 260 | 290 | 320 | 350 |
| 11 | 83 | 116 | 149 | 182 | 215 | 248 | 281 | 314 | 347 | 380 |
| 12 | 86 | 122 | 158 | 194 | 230 | 266 | 302 | 338 | 374 | 410 |
| 13 | 89 | 128 | 167 | 206 | 245 | 284 | 323 | 362 | 401 | 440 |
| 14 | 92 | 134 | 176 | 218 | 260 | 302 | 344 | 386 | 428 | 470 |
| 15 | 95 | 140 | 185 | 230 | 275 | 320 | 365 | 410 | 455 | 500 |
| 16 | 98 | 146 | 194 | 242 | 290 | 338 | 386 | 434 | 482 | 530 |
| 17 | 101 | 152 | 203 | 254 | 305 | 356 | 407 | 458 | 509 | 560 |
| 18 | 104 | 158 | 212 | 266 | 320 | 374 | 428 | 482 | 536 | 590 |
| 19 | 107 | 164 | 221 | 278 | 335 | 392 | 449 | 506 | 563 | 620 |
| 20 | 110 | 170 | 230 | 290 | 350 | 410 | 470 | 530 | 590 | 650 |
| 21 | 113 | 176 | 239 | 302 | 365 | 428 | 491 | 554 | 617 | 680 |
| 22 | 116 | 182 | 248 | 314 | 380 | 446 | 512 | 578 | 644 | 710 |
| 23 | 119 | 188 | 257 | 326 | 395 | 464 | 533 | 602 | 671 | 740 |
| 24 | 122 | 194 | 266 | 338 | 410 | 482 | 554 | 626 | 698 | 770 |
| 25 | 125 | 200 | 275 | 350 | 425 | 500 | 575 | 650 | 725 | 800 |
| 26 | 128 | 206 | 284 | 362 | 440 | 518 | 596 | 674 | 752 | 830 |
| 27 | 131 | 212 | 293 | 374 | 455 | 536 | 617 | 698 | 779 | 860 |
| 28 | 134 | 218 | 302 | 386 | 470 | 554 | 638 | 722 | 806 | 890 |
| 29 | 137 | 224 | 311 | 398 | 485 | 572 | 659 | 746 | 833 | 920 |
| 30 | 280 | 460 | 640 | 820 | 1000 | 1180 | 1360 | 1540 | 1720 | 1900 |
| 31 | 286 | 472 | 658 | 844 | 1030 | 1216 | 1402 | 1588 | 1774 | 1960 |
| 32 | 292 | 484 | 676 | 868 | 1060 | 1252 | 1444 | 1636 | 1828 | 2020 |
| 33 | 298 | 496 | 694 | 892 | 1090 | 1288 | 1486 | 1684 | 1882 | 2080 |
| 34 | 304 | 508 | 712 | 916 | 1120 | 1324 | 1528 | 1732 | 1936 | 2140 |
| 35 | 310 | 520 | 730 | 940 | 1150 | 1360 | 1570 | 1780 | 1990 | 2200 |
| 36 | 316 | 532 | 748 | 964 | 1180 | 1396 | 1612 | 1828 | 2044 | 2260 |
As you can see, playing at r1 at level 1 versus end game is about 6 times worse, and r10 at end game is almost 30 times more efficient than playing r10 at level 1, this is excluding the fact that the game balance allows you to be comparitively far more powerful at end game compared to the quest than early game. Essentially making the higher reaper early game a nearly meaningless feature.
Something like adding a flat base exp that gets multiplied out by skulls would fix most of this issue. Alternatively scrap the idea of quest level scaling the exp entirely as level based exp penalties/restrictions already account for most of this problem.
I know this is probably an old criticism, but with the talk of reaper adjustments and new difficulties in the works, it would be wise to revisit how exp is being rewarded.
Upvote
1