History Main / AbsurdlyLowLevelCap

5th Sep '17 9:06:42 PM BattleMaster
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* Many players feel this way about ''VideoGame/TheElderScrollsIVOblivion'' as you could theoretically reach the cap by the time you leave the ''tutorial'' dungeon, or simply by running to the holds instead of fast traveling, Leveling was made to take longer in ''VideoGame/{{Skyrim}}'' to fix this but some players still think it's too easy to hit the cap, which is why the legendary skills were added via DLC.
5th Sep '17 9:05:58 PM BattleMaster
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* ''VideoGame/AgentsOfMayhem'' has a level cap for your agency (which unlocks upgrades) of 20. It's easy to hit this cap before completing more than about 25% of the game if you focus on doing side missions. Your agents cap at level 20, then can be raised a further 20 levels by spending upgrade cores. The only difficulty there is getting enough cores for all your agents. ''If'' you care about leveling all of them that much. Most likely, you'll just get your three favorite agents up to 20, then spend the 60 cores needed to boost them all to 40 and then focus on the story missions rather than continually replay the repetitive side content.

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* ''VideoGame/AgentsOfMayhem'' has a level cap for your agency (which unlocks upgrades) of 20. It's easy to hit this cap before completing more than about 25% of the game if you focus on doing side missions. Your agents cap at level 20, then can be raised a further 20 levels by spending upgrade cores. The only difficulty there is getting enough cores for all your agents. ''If'' you care about leveling all of them that much. Most likely, you'll just get your three favorite agents up to 20, then spend the 60 cores needed to boost them all to level 40 and then focus on the story missions rather than continually replay the repetitive side content.content. Again, this will likely happen by about 25% of the way through the game.
5th Sep '17 9:05:05 PM BattleMaster
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* Many players feel this way about ''VideoGame/TheElderScrollsIVOblivion'' as you could theoretically reach the cap by the time you leave the ''tutorial'' dungeon, or simply by running to the holds instead of fast traveling, Leveling was made to take longer in ''VideoGame/{{Skyrim}}'' to fix this but some players still think it's too easy to hit the cap, which is why the legendary skills were added via DLC.

to:

* Many players feel this way about ''VideoGame/TheElderScrollsIVOblivion'' as you could theoretically reach the ''VideoGame/AgentsOfMayhem'' has a level cap by the time you leave the ''tutorial'' dungeon, or simply by running to the holds instead for your agency (which unlocks upgrades) of fast traveling, Leveling was made to take longer in ''VideoGame/{{Skyrim}}'' to fix this but some players still think it's too 20. It's easy to hit this cap before completing more than about 25% of the cap, which game if you focus on doing side missions. Your agents cap at level 20, then can be raised a further 20 levels by spending upgrade cores. The only difficulty there is why getting enough cores for all your agents. ''If'' you care about leveling all of them that much. Most likely, you'll just get your three favorite agents up to 20, then spend the legendary skills were added via DLC.60 cores needed to boost them all to 40 and then focus on the story missions rather than continually replay the repetitive side content.
7th Aug '17 2:39:28 PM thatother1dude
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* ''VideoGame/FalloutNewVegas'' starts with a Level 30 cap with a similar amount of experience given, but it's still relatively simple to reach by the end of the game. The four add-ons which raise it by 5 levels for each one installed, to a maximum of 50, which about how much you'll gain therein. 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/FalloutNewVegas'' starts with a Level 30 cap with a similar amount of experience given, but it's still relatively simple to reach by the end of the game. The four add-ons which raise it by 5 levels for each one installed, to a maximum of 50, which is about how much you'll gain therein. 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.
2nd Aug '17 3:46:32 PM thatother1dude
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* ''VideoGame/FalloutNewVegas'' starts with a Level 30 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.

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* ''VideoGame/FalloutNewVegas'' starts with a Level 30 cap that, though still better than in ''Fallout 3'', is with a similar amount of experience given, but it's still relatively simple to reach by the end of the game; however, this is averted with the game. The four add-ons which raise it by 5 levels for each one installed, to a maximum of 50.50, which about how much you'll gain therein. 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.
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.

to:

* ''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.
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