Having mobs be worth the same experience and having a constant xp
cost to level together would be unbalancing.. the xp award change and
a constant level cost would work, or constant xp award and scaling
level costs. Indeed these both have the same effect, encouraging
players to take on tougher and tougher opponents.
What I'd like to see is the absence of quick healing, so that combat
becomes something you do cautiously. Healing should either be
difficult to obtain (almost a quest in itself) or expensive or
otherwise not available at every bar in the game.
Christopher Bartlett
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