Leveling & Experience
The leveling system for Champion stats will be progressive, meaning that each additional level is marginally more difficult.
Leveling Mechanics
Experience Points (XP): The primary metric for character progression.
Level Up: Occurs when a character reaches the required XP threshold.
Stat Increases: Each level up grants improvements to character stats.
Leveling is exclusive from Star Rating. (See Rating)
Each Champion will have a designated level which encompasses the magnitude of their abilities. All champions will start at level one when obtained.
Means of Gaining Experience
Consumable Exp Tomes:
Champions gain exp tomes from daily missions and rewards from in game events that can be used towards any champion even if they were not present when acquiring them. This will be the MAIN why have acquiring exp.
Quests:
Completing story and side quests yields XP rewards.
Daily and weekly challenges to keep players engaged.
Combat:
Defeating opponents provides XP based on their difficulty.
Defeating Story battles provides large XP at checkpoint battles.
Level Gates
Every 10 levels characters will hit a gate and must expend resources to continue leveling.
Level gates happen at levels 10, 20, 30, 40, and 50.
Resource cost includes soft currency and element orbs.
Progression Balance
The leveling curve should feel rewarding but not overwhelming.
Early levels are easier to achieve to hook new players.
Later levels require more dedication and investment, providing long-term goals.
XP gained from EXP currency should be primary way of champion leveling.
Example: "Blue Archive" showing leveling currency that can be used to increase character level and how that page might look.
Example above "Genshin Impact"
-Designer Notes- I prefer cleaner UI like Genshin Impact achieves with their UI design.
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