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The final boss is level 60, and once you've squeezed all you can out of boosters you'll hit level 70, which is already very overleveled.
However, you'll still need to grind for money and tradeables if you want to get the best gear available, so zero-exp simply stops you from later complaining all the postagme and new content is boring and easy because you hit level 100 while grinding out gems.
I'll just leave this here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1748409923
If someone wants to grind items but not xp then they should have a totally optional zero xp modifier to apply for that purpose, not something tied to a piece of equipment which somebody who, y'know, isn't doing that might actually want for a boss fight or something.
I don't really understand how item and level grinding are inherently or in any way need to be orthogonal to each other, too? I mean--again, in kingdom hearts say, they're things that happen at the same time in the late game (I'm thinking of trying to get the ultima weapon synth ingredients), and I don't remember ever hearing anyone complain about that?
It's also occurred to me that describing it as a way to help people not be overleveled for upcoming content sounds like a stopgap measure for a game that hasn't got an ending to its main story yet. Using something for that end sort of makes sense, but the game has progressed beyond that point now and it feels like a weird holdover to me if that's the reason for it.
I don't know why I keep replying to this, I know it's like 3 or 4 pieces of equipment at most.
However I can see why this would be slightly annoying if you had just reached the endgame before doing all the side quests or were under-leveled. Still though I see no reason for it to be changed since the Spiral Drill and the others are only marginally better than the Pre-endgame items, and it's not like losing 5% of your potential damage is that much of a deal.
When you call Shizuka she tells you that enemies in the final area are level 55 (60? I can't remember what she says) and you should be ok around that level if you have on-level gear. But farming for Rhombus Square items can easily put you at 67-66 and those 2-3 circuit nodes you would pick up make a world of a difference. So Zero XP is not just for postgame, but even for current content.
I totally understand how you can be discontent about this modifier, though.
Perhaps to give you some context to my situation, I am currently at the point in the story where I've unlocked rhombus square but not done whatever you have to be alone to do at sapphire ridge, and I want to wait to do that thing until I have gotten all of the treasure chests (of which I only have sapphire ridge left) and completed all the available sidequests (largely to appeal to my obsessive completionist streak). I have absolutely no intention of ever grinding material items to trade for equipment because that sounds extremely tedious and dull. The arena and some new quests came into existence since I reached this point in the game (actually I particularly stopped playing for a bit to wait for the promise quest to get a conclusion because I wanted closure on that before finishing the main story), and I tried the arena out but I doubt I want to seriously do every single thing in that too, at least not at this time.
That being said, I generally appreciate it when the reward for a questline is something I can actually use, and again, for me personally, infinity drill turned out to be something with otherwise nice stats that I cannot use because it has a negative trait that still makes absolutely no sense to me, despite the efforts at explanation here. Basically: Anything you can say Zero XP is good for from the player's perspective could've been achieved equally as well (or in my opinion way better) by making it an optional modification the player turns on or off totally separately from what they have equipped. I do appreciate that from the developer's perspective some of these reasons make sense, but I still feel like maybe those purposes could've been served in a better way.
Crosscode's been pretty great with letting engage with its systems how you like (example: you can be into item crafting or just buy items), but the NoEXP buff is a tiny icon and text in the corner of the equipment menu. For something as significant as not gaining EXP in an RPG that's something that should have a little more heads up not something you can potentially notice after hours of play. If they just added a tutorial screen when you equip items with NoEXP that would dappen the bitterness you get from realising it after the fact and prevent the forum queries of why there not gaining EXP.
Probably not wrong, I feel like at least once a month is a new thread asking "Why am I not gaining XP?" This, along with special modifiers like Extra Dash, Appetite, Botanist, basically any modifiers that don't assign values by percentage like the others, it wouldn't be bad if say, they were given a flickering icon, or a special color, in the equipment screen so they stand out a bit.
As for the Zero XP modifier itself: I feel like at worst, zero XP gain is not a fair trade-off for such a small bump in item or money gain. To put another way, if you only raise your gains by 30% while suffering a 100% loss in XP gain, the value proposition isn't even worth using it. You're not saving time on grinding equipment, if your goal is improving stats. What little time you might save gaining 30% more money or item drops is then added back in, when you have to go grinding a second time in order to get your level up to snuff. It's a bit of a smack in the face to boot, because as you level you gain less XP from beating up the same enemies anyway. And I think this is why it's just "zero" instead of say, 50% reduction: Giving 0.5 XP points per kill at the far extreme doesn't "fit" with the neatly cut system. It's going to round off to a whole number, so it becomes basically all or nothing. And that's why I think it's a poorly balanced weapon/modifier. If it was a traditional RPG setup where you gain a fixed amount of XP from every enemy, and your level requirements go up instead, it might make 'some' sense. The more i think about it, the more I think it would make more sense if it just had garbage to mediocre stats instead of just slashing your XP gains to nothing. Just my 2 cents.
Also, the 30% drop boost can be useful in long kill streaks, due to the law of large numbers. And you can use other drop boosting gear like Plate of Chests to stack the drop rate even higher.
not a hypothetical, that's me lol
on my first play-through i didn't quite get all the extra side modifiers, and i mainly just equipped whatever gave me the most of the main stats. at some point the second to last drill upgrade was my main weapon, and then i did the final drill quest and just kept the drill on. and i kept it on for a LONG time. at some point i got really confused cause i noticed my level hadn't gone up in a while and i think i may have even made a post on the forum asking if my game was bugged.
when i found out i think i made a rant post, and then almost quit the game cause i had spent so much time grinding trying to level up not knowing that there was something blocking it.
i also feel the same about zero exp gear. might as well not have it at all. and the drop rate boost doesn't help with lowering over all grinding time at all. i'm pretty sure it would need to be closer to 50% for it to break even. i'd have to do a lot of math to find the exact % for breaking even, but i'm pretty sure its more then 30%.
so the only thing it gives you is pretty much worthless, and the debuff makes it even worse.
and while its pretty good when you get it, none of the stats are even close to up to par with similar level gear. all around i think its the worst piece of gear in the game even without the debuff. its not worth the time or effort it takes to get it honestly...