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To be honest, seems abit strange when the game is so exp reliant. Mob no respawn works with Pillars or Tyranny because it is "an encounter" rather than exp farm, you dont get exp again if you face same mobs. But this game where 1 level is a difference between underleveled or a powerful ultimate, and you mostly get exp from mobs, seems so strange to limit that. This problem is in DOS2 too where you have to scoure the entire map before final encounter or you just wipe in one turn.
The biggest problem with this game progression imo, is the terrible loot table on the Essence Hexmark. A medium can end up giving you 2 lesser with no medium, same situation with Greated Hexmark. Those are what really make or break the game for you after level 10+ because of how important a properly enchanted gear are.
The only way to not have RNG completetly screw you over with tons of terrible essence is to reload until you get the essence you want. A good glove/cape/belt with the highest level essence will last you until you swap to a higher stat tier bonus and a weapon can easily last you 3-4 more levels. I often has to kill the wolf twice on Taymurian berserkers on my first hard playthrough to take them down but now, on extreme, I'm consistently doing 9k+ damage in one single barrier to kill the berzerker and doing contents a whole level or two above with ease thanks to the gears.
The RNG loot is incredibly strange. RNG loot works very well with Diablo like games since infinite spawn mobs that allow you to try again, but in a non-spawn game it just encourages save scumming imo. Look at Pillars of Eternity or Tyranny, Obisidian places very nice artifacts at key points in game to control progression and allow you to go for a route in story if you want to build characters around a specific artifact, but here is either you get something good and breeze through the section of the game or you screw up with RNG and becomes a slow crawl. RNG loot doesnt fit with non-respawn mobs honestly.
Look at Darksider 1/Bayonetta/Devil May Cry series where you go through chapters, mob gives no exp and you get a set amount of loot based on your fights, then you build around that, alot better.
It's just the essence, really. The game either becomes really easy or really hard because of how many of Might, Swiftness, Willpower and Durability essence you can get to create the perfect gear set for everyone. Sure you don't need them but making them drop more consistently would be nice.
The RNG gear loot still works because there are tons of fixed unique gears in the game that will last you a good amount of levels like the purple devourer armor and blade of desert. That and all the good gears like the 0.5 AS weapon are easily found in NPC store with empty template for you to work with that will last you a good 3 to 10 levels for Zaar if you have the essence depending on whether you're using it as main or off-hand.