History Main / AbsurdlyLowLevelCap

5th Jul '17 10:17:09 PM Axelmania
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*In Tricked Three, Antoine/Jamesters/Jujimufu will all max out at the highest level far before the final dungeon from all the random encounters. The sole purpose of grinding at that point is to stockpile health items.
20th Jun '17 9:58:55 AM Kadorhal
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* Some players found the level cap of 20 in the original ''VideoGame/KnightsOfTheOldRepublic'' to be a bit low; though it was enough for most players, meticulously levelers could reach it well before the PointOfNoReturn, let alone the final dungeon. Worse, this effectively limited how many levels you could gain as a Jedi (as opposed to your original, non-Jedi class) which encouraged serious players to deliberately ''not'' get levels during the first planet, followed by heavy grinding to make up for it. In response, [[VideoGame/KnightsOfTheOldRepublicIITheSithLords the sequel]] simply let players ''begin'' as a Jedi and gave an AbsurdlyHighLevelCap of 50.
* The first ''VideoGame/{{Ys}}'' game has a level cap of 10, which you should reach in the mines, the third dungeon in the game (there are only four dungeons, but the fourth one is extremely long and can take hours to finish). This also means that levels give massive stat boosts: often, you'll struggle to beat an enemy, and then gain one level, after which the enemy becomes easy to fight.

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* Some players found the level cap of 20 in the original ''VideoGame/KnightsOfTheOldRepublic'' to be a bit low; though it was enough for most players, meticulously levelers could reach it well before the PointOfNoReturn, let alone the final dungeon. Worse, this effectively limited how many levels you could gain as a Jedi (as opposed (since you had to your original, non-Jedi class) complete a short tutorial mission on a starship and then a whole planet before you became one) and how useful teammates could be (since they join at whatever level you're currently at, which can handicap the ones you get past the opening if they join you at level 19), which encouraged serious players to deliberately ''not'' get levels during the first planet, followed by heavy grinding to make up for it. In response, [[VideoGame/KnightsOfTheOldRepublicIITheSithLords the sequel]] simply let players ''begin'' as a Jedi Jedi, had allies join you at level 1 with retroactive experience to bring them to your level, and gave an AbsurdlyHighLevelCap of 50.
50 that even total completionists probably won't reach without abusing specific instances of RespawningEnemies.
* The first ''VideoGame/{{Ys}}'' game has a level cap of 10, which you should reach in the mines, the third dungeon in the game (there are only four dungeons, but the fourth one is extremely long and can take hours to finish). This also means that levels give massive stat boosts: often, you'll struggle to beat an a specific type of enemy, and then gain one level, after which and suddenly start mopping the enemy becomes easy to fight.floor with them.
18th Jun '17 9:02:40 AM KingLyger
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[[caption-width-right:114:You'll see this about halfway through.]]
15th Jun '17 5:39:09 PM Kadorhal
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* In ''VideoGame/ZeldaIITheAdventureOfLink'', the [[OddballInTheSeries only Zelda thus far with a level system]], there are 8 levels in each of three categories (Attack, Magic and Health). Between the very quick first few level-ups and the six palace crystals that each give you a free level, these go pretty fast -- by the time you're ready to attack the last palace, you'll probably be maxed out. In fact, even ''any-percentage {{speed runs}}'' of the game tend to get almost all the levels. Because the palace gives an instant level up at the end, savvy players tend to level grind after beating the boss until they level up so that they can obtain the next level up instantly without wasting the free experience points that the crystals give. If the player is maxed out already, the levels are exchanged for 1-ups, which are ''rare''.

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* In ''VideoGame/ZeldaIITheAdventureOfLink'', the [[OddballInTheSeries only Zelda thus far with a level system]], there are 8 levels in each of three categories (Attack, Magic and Health). Between the very quick first few level-ups and the six palace crystals that each give you a free level, these go pretty fast -- by the time you're ready to attack the last palace, you'll probably be maxed out. In fact, even ''any-percentage {{speed runs}}'' run}}s'' of the game tend to get almost all the levels. Because the palace gives an instant level up at the end, savvy players tend to level grind after beating the boss until they level up so that they can obtain the next level up instantly without wasting the free experience points that the crystals give. If the player is maxed out already, the levels are exchanged for 1-ups, which are ''rare''.
15th Jun '17 5:38:46 PM Kadorhal
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Note that this is ''not'' about games where the level cap is a low number, but rather about games where the pacing of experience means that you will reach the maximum attainable level long before the end-game. For example, if a game has a level cap of 10 but you only reach level 5 by the end of the game, then this trope does not apply. Likewise, if the level cap is 999, but easily achievable by the mid-point of the game, then this trope is in play.

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Note that this is ''not'' about games where the level cap is simply a low number, but rather about games where the pacing of experience means that you will reach the maximum attainable level long before the end-game. For example, if a game has end-game; a level cap of 10 but wouldn't count if you only reach can comfortably beat the game by level 5 5, while a cap of 999 ''would'' count if, even by just playing the story and ignoring side-content, you end up reaching it by the end of the game, then this trope does not apply. Likewise, if the level cap is 999, but easily achievable by the mid-point of the game, then this trope is in play.
halfway point.



* In ''VideoGame/ZeldaIITheAdventureOfLink'', the [[OddballInTheSeries only Zelda thus far with a level system]], there are 8 levels in each of three categories (Attack, Magic and Health). Between the very quick first few level-ups and the six palace crystals that each give you a free level, these go pretty fast -- by the time you're ready to attack the last palace, you'll probably be maxed out. In fact, even ''[[SpeedRun speed runs]]'' of the game tend to get almost all the levels. Because palace gives an instant level up at the end, savvy players tend to level grind after beating the boss until they level up so that they can obtain the next level up instantly without wasting the free experience points that the crystals give. If the player is maxed out already, the levels are exchanged for 1-ups, which are ''rare''.

to:

* In ''VideoGame/ZeldaIITheAdventureOfLink'', the [[OddballInTheSeries only Zelda thus far with a level system]], there are 8 levels in each of three categories (Attack, Magic and Health). Between the very quick first few level-ups and the six palace crystals that each give you a free level, these go pretty fast -- by the time you're ready to attack the last palace, you'll probably be maxed out. In fact, even ''[[SpeedRun speed runs]]'' ''any-percentage {{speed runs}}'' of the game tend to get almost all the levels. Because the palace gives an instant level up at the end, savvy players tend to level grind after beating the boss until they level up so that they can obtain the next level up instantly without wasting the free experience points that the crystals give. If the player is maxed out already, the levels are exchanged for 1-ups, which are ''rare''.



* ''VideoGame/{{Iji}}'': In Ultimortal difficulty (the maximum[[note]]not counting [[UnwinnableJokeGame Reallyjoel's Dad]][[/note]] difficulty level), the inability to improve any other stat than Health makes 9 (accessible at the end of sector 3) a ''de facto'' level cap: You can actually reach higher levels (up to 30, slightly more with supercharges), but they bring no improvement.

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* ''VideoGame/{{Iji}}'': In Ultimortal difficulty (the maximum[[note]]not counting [[UnwinnableJokeGame Reallyjoel's Dad]][[/note]] difficulty level), the inability to improve any other stat than Health makes 9 (accessible at the end of sector 3) a ''de facto'' level cap: You can actually reach higher levels (up to 30, slightly more with supercharges), but [[EmptyLevels they bring no improvement.improvement]].



* By comparison to many games of its type, ''VideoGame/{{Brink}}'' has a multiplayer level cap of only 20 (increased to 24 with the free DLC pack)

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* By comparison to many games of its type, ''VideoGame/{{Brink}}'' has a multiplayer level cap of only 20 (increased to 24 with the free DLC pack)pack).



* ''VideoGame/{{Fallout 3}}'' has a level cap of 20. Unless you make a concerted effort to do as few {{sidequest}}s as possible, you'll reach it well before the end of the game. The ''Broken Steel'' add-on increases the cap to 30, but even then it's absurdly easy to hit (especially if you haven't played through the other add-ons).
* ''VideoGame/FalloutNewVegas'' starts with a Level 30 cap, but the four add-ons raise it to 50. Amusingly, one of them adds a trait, "Logan's Loophole", that makes you immune to drug addiction... at the cost of setting your cap ''back'' to 30.

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* ''VideoGame/{{Fallout 3}}'' has a level cap of 20. Unless you make a concerted effort to do as few {{sidequest}}s as possible, you'll reach it well before the end of the game. The ''Broken Steel'' add-on increases the cap to 30, but even then it's absurdly easy to hit (especially if you haven't played through the other add-ons).
add-ons, which add extensive extra areas to the game with their own quests, but do nothing to the level cap).
* ''VideoGame/FalloutNewVegas'' starts with a Level 30 cap, but cap that, though still better than in ''Fallout 3'', is still relatively simple to reach by the end of the game; however, this is averted with the four add-ons which raise it by 5 levels for each one installed, to a maximum of 50. Amusingly, one of them adds a trait, "Logan's Loophole", that makes you immune to drug addiction... at the cost of setting your cap ''back'' to 30.



* Some players found the level cap of 20 in the original ''VideoGame/KnightsOfTheOldRepublic'' to be a bit low; though it was enough for most players, meticulously levelers could reach it well before the PointOfNoReturn, let alone the final dungeon. Worse, this effectively limited how many levels you could gain as a Jedi (as opposed to your original, non-Jedi class) which encouraged serious players to deliberately ''not'' get levels during the first planet, followed by heavy grinding to make up for it. In response, the sequel simply let players ''begin'' as a Jedi and gave an AbsurdlyHighLevelCap of 50.

to:

* Some players found the level cap of 20 in the original ''VideoGame/KnightsOfTheOldRepublic'' to be a bit low; though it was enough for most players, meticulously levelers could reach it well before the PointOfNoReturn, let alone the final dungeon. Worse, this effectively limited how many levels you could gain as a Jedi (as opposed to your original, non-Jedi class) which encouraged serious players to deliberately ''not'' get levels during the first planet, followed by heavy grinding to make up for it. In response, [[VideoGame/KnightsOfTheOldRepublicIITheSithLords the sequel sequel]] simply let players ''begin'' as a Jedi and gave an AbsurdlyHighLevelCap of 50.
18th May '17 8:52:18 AM mariofan1000
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[[quoteright:114:[[VideoGame/SouthParkTheStickOfTruth http://static.tvtropes.org/pmwiki/pub/images/south_park.PNG]]]]
6th May '17 7:40:09 AM SAMAS
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* ''VideoGame/XenobladeChroniclesX'' caps at level 60. Players may notice that in the beginning of the game, they will see an giant enemy called [[BossInMookClothing Hayreddin, the Territorial]] at level 81. Including this enemy, there are almost 100 types of enemies that are above Level 61, with the most difficult enemy at Level 99. [[spoiler:While the main story itself is finished at Level 50 Chapter 12, the main story leaves in a cliffhanger and the game continues with more available missions and monsters.]]

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* ''VideoGame/XenobladeChroniclesX'' caps at level 60. Players may notice that in the beginning of the game, they will see an giant enemy called [[BossInMookClothing Hayreddin, the Territorial]] at level 81. Including this enemy, there are almost 100 types of enemies that are above Level 61, with the most difficult enemy at Level 99. [[spoiler:While the main story itself is finished at Level 50 Chapter 12, the main story leaves in a cliffhanger and the game continues with more available missions and monsters.]]]] Defeating these high-level enemies is usually a case of skill, Good equipment, and a willingness to [[GameBreaker ruthlessly exploit]] the game's combat engine.
13th Feb '17 3:55:31 PM Bissek
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A form of AntiGrinding.


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9th Feb '17 5:56:23 PM MyFinalEdits
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* The level cap for all playable characters from ''VideoGame/MightAndMagicClashOfHeroes'' is 10. While all regular enemies are within this limit, bosses can reach as high as 15; defeating them requires good preparation.

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* The level cap for all playable characters from ''VideoGame/MightAndMagicClashOfHeroes'' is 10. While all regular enemies are within this limit, bosses can Since each character is only playable during their corresponding chapter (except during a brief sequence during the last chapter when they make a return), they ''need'' to reach the cap before facing the chapter's boss, as their level can be as high as 15; defeating them requires good preparation.
9th Feb '17 5:51:42 PM MyFinalEdits
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* In ''VideoGame/{{Zelda II|TheAdventureOfLink}}'', the [[OddballInTheSeries only Zelda thus far with a level system]], there are 8 levels in each of three categories. Between the very quick first few level-ups and the six palace crystals that each give you a free level, these go pretty fast -- by the time you're ready to attack the last palace, you'll probably be maxed out. In fact, even ''[[SpeedRun speed runs]]'' of the game tend to get almost all the levels. Because palace gives an instant level up at the end, savvy players tend to level grind after beating the boss until they level up so that they can obtain the next level up instantly without wasting the free experience points that the crystals give. If the player is maxed out already, the levels are exchanged for 1-ups, which are ''rare.''
** In addition, the game's notorious NintendoHard level of difficulty encouraged grinding to get those levels maxed out as soon as possible, to make challenging enemies past Death Mountain or so tolerable (as opposed to easy, which that much grinding in other games would get you).
* In VideoGame/CastlevaniaLordsOfShadowMirrorOfFate, You can usually reach the level cap of 18 before finishing the game, without much or any grinding. But once you beat it and want to start the game over in Hardcore mode, you will still be level 18 and can't level up any further.
* ''VideoGame/{{Iji}}'': In Ultimortal difficulty (the maximum[[labelnote:*]]not counting [[UnwinnableJokeGame Reallyjoel's Dad]][[/labelnote]] difficulty level), the inability to improve any other stat than Health makes 9 (accessible at the end of sector 3) a ''de facto'' level cap: You can actually reach higher levels (up to 30, slightly more with supercharges), but they bring no improvement.

to:

* In ''VideoGame/{{Zelda II|TheAdventureOfLink}}'', ''VideoGame/ZeldaIITheAdventureOfLink'', the [[OddballInTheSeries only Zelda thus far with a level system]], there are 8 levels in each of three categories.categories (Attack, Magic and Health). Between the very quick first few level-ups and the six palace crystals that each give you a free level, these go pretty fast -- by the time you're ready to attack the last palace, you'll probably be maxed out. In fact, even ''[[SpeedRun speed runs]]'' of the game tend to get almost all the levels. Because palace gives an instant level up at the end, savvy players tend to level grind after beating the boss until they level up so that they can obtain the next level up instantly without wasting the free experience points that the crystals give. If the player is maxed out already, the levels are exchanged for 1-ups, which are ''rare.''
** In addition, the game's notorious NintendoHard level of difficulty encouraged grinding to get those levels maxed out as soon as possible, to make challenging enemies past Death Mountain or so tolerable (as opposed to easy, which that much grinding in other games would get you).
''rare''.
* In VideoGame/CastlevaniaLordsOfShadowMirrorOfFate, ''VideoGame/CastlevaniaLordsOfShadowMirrorOfFate'', You can usually reach the level cap of 18 before finishing the game, without much or any grinding. But once you beat it and want to start the game over in Hardcore mode, you will still be level 18 and can't level up any further.
* ''VideoGame/{{Iji}}'': In Ultimortal difficulty (the maximum[[labelnote:*]]not maximum[[note]]not counting [[UnwinnableJokeGame Reallyjoel's Dad]][[/labelnote]] Dad]][[/note]] difficulty level), the inability to improve any other stat than Health makes 9 (accessible at the end of sector 3) a ''de facto'' level cap: You can actually reach higher levels (up to 30, slightly more with supercharges), but they bring no improvement.



* ''VideoGame/DissidiaFinalFantasy'', being a fighter with RPGElements, employs this trope, [[ZigZaggingTrope sort of]]. Your character's levels max at 100, and if all you care about is the regular storyline, then you can clear it at level 50ish fairly comfortably, much like in the rest of the series. However, the game has much more content than that--bonus story scenarios and gameplay modes with opponents at level 120 and climbing plus the vital PVP aspects plus the way ability acquisition works in this game means that in a sense, all the gameplay before level 100 was a preliminary, the game ''properly'' starts at max level.

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* ''VideoGame/DissidiaFinalFantasy'', being a fighter with RPGElements, employs this trope, [[ZigZaggingTrope sort of]].trope. Your character's levels max at 100, and if all you care about is the regular storyline, then you can clear it at level 50ish fairly comfortably, much like in the rest of the series. However, the game has much more content than that--bonus story scenarios and gameplay modes with opponents at level 120 and climbing plus the vital PVP aspects plus the way ability acquisition works in this game means that in a sense, all the gameplay before level 100 was a preliminary, the game ''properly'' starts at max level.



** Similarly, ''VideoGame/DragonQuestV'' has several recruitable monsters that hit a level cap fairly quickly, though these monsters are mostly ComMons that exist to fill out your party early (unless, like for [[MascotMook slimes]], they are meant to exhibit MagikarpPower).

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** Similarly, * ''VideoGame/DragonQuestV'' has several recruitable monsters that hit a level cap fairly quickly, though these monsters are mostly ComMons that exist to fill out your party early (unless, like for [[MascotMook slimes]], they are meant to exhibit MagikarpPower).



** ''VideoGame/FalloutNewVegas'' starts with a Level 30 cap, but the four add-ons raise it to 50. Amusingly, one of them adds a trait, "Logan's Loophole", that makes you immune to drug addiction... at the cost of setting your cap ''back'' to 30.
** There's enough content in both games that many popular mods adjust your experience gain down to two thirds or half the normal rate.

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** * ''VideoGame/FalloutNewVegas'' starts with a Level 30 cap, but the four add-ons raise it to 50. Amusingly, one of them adds a trait, "Logan's Loophole", that makes you immune to drug addiction... at the cost of setting your cap ''back'' to 30.
** There's enough content in both games that many popular mods adjust your experience gain down to two thirds or half the normal rate.
30.


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* The level cap for all playable characters from ''VideoGame/MightAndMagicClashOfHeroes'' is 10. While all regular enemies are within this limit, bosses can reach as high as 15; defeating them requires good preparation.
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