Why does Grimrock 2 bother with a levelling system when it is basically soft capped at LV 18? And by soft capped, I mean that to go from 18 to 19, you need 1,000,000 experience points. Try getting that amount without cheating.
I can understand a linear curve with experience in a game like D&D but it kinda seems like levelling is tacked on in this game as an afterthought. Think about it for a moment: In a game like D&D as you gain levels the monsters around you gain in difficulty and provide an appropriate level of experience and challenge. In D&D it takes about 10-11 kills of monsters of the same level as you. So if you need to get 30,000 XP, then monsters of the same level are about 2,800 XP each. And in D&D as you gain levels your ability to deal damage and soak up damage increases.
Whereas in Grimrock 2, the biggest and nastiest monster (non-boss) is the ogre, who can eliminate entire parties by itself (particularly if you don't dodge away from its charge) but only gives 750 XP. Seriously??? Only 750 XP? Most difficult monsters do not give an appropriate level of XP, and when you do finally gain a level, it hardly ever feels good. Why do skills have a cap of 5 skill points? Why not allow a character to continue to invest in a specific skill as much as they like... a LV 20 Fire Magic guy might be able to keep up in damage with the rest of the group.
And then of course is how much the XP scales upwards. Starts at 1000 XP, then 3000 XP, then 6000 XP (while most monsters are only giving 65 to 150 XP around those levels AND there is hardly that many monsters to begin with; yes they respawn but you have to wait like an entire 2-3 days for that to happen).
Truthfully I don't know what can be done. Having played Grimrock 1, and hated the levelling and skill system there, and although Grimrock 2 is a major step in the right direction, it still feels like Grimrock 2 is not about dungeon crawling so much as it is about solving puzzles. And if you are like me and don't really care for puzzles, that doesn't really sate the dungeon crawler in me. If you stripped the puzzles from the game, you would be left with a barebones game with not so great levelling systems, loot systems, spells, or combat system (By this I mean that Protection is always better than Evasion).
What does everyone else think on this matter?