Re: Level Cap still 250?
Boost the economy how exactly? I fail to see what you mean. Giving Master jewelers and Master armourers yet another painstakingly 300 extra levels to grind to keep up with demand of those who long to get to lvl 300 in fight, magic or forage. And then what? After 3 to 6 months we'd be on the same boat again.
The only thing I see it bringing is grinding or racing to the new cap. It may be good short-term, but it becomes old fast.
But what if you made something where those now maxed out skills are still usefull, rewarding? The temple event of Episode 2 showed us why being able to craft ql 250 ain't the same as having a craftinglevel of 250. That foraging at 250 can bring great rewards. There ought to be things like that for combatskills as well no?
I say rather than raising the cap, open up new interesting skills perhaps, new craft paths, new lands to forage in, more diversity and usefullness rather than more of the same mold.
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