Issue: We have level 25s before we have any station to tier 3. Everyone is just grinding mobs for Loot as that is faster then getting a crafting station up. No balance at all between econ leveling and character leveling.
Back Ground After many conversations. Reading so many of these feedback and forums. Listening to Intrepid from the first dev talk and live stream etc. Intrepid needs to add this to actually see the playthrough of economy, level progression and its core game loop. If it true as Steven said. Risk VS Reward. Having people contest for resources, grind spots. world boss etc. If it is true this is a player-driven world. Then the Loop needs to be in place and for that loop There are 3 ways I saw people comment for that to happen.
Core Game play Loop:
1. Kill mobs to get mats.,
2. Craft necessary things to fight higher mobs.,
3. Kill higher mobs to get mats.,
4. Repeat 1-3.,
Options for Loop to be possible:
1. No loot drop. Node Roadblock(Need higher level nodes for higher level monsters). Gear necessity(need stronger gear to fight monsters). This option is discussed more in this feedback link. Lock Progression with the Node,
2. Like star wars galaxy. Loot drop but very very rare and the drops are common or worse. Gear necessity(need stronger gear to fight monsters).,
3. No Loot drop. Station Roadblock(having a training hall station, to level passed 10. You need to have a training hall station. Get a quest and do a quest to be allowed to continue to level past 10. Also this station can only be added if you already have a crafting station. Lot 1. crafting, Lot 2 training hall.) Gear necessity(need stronger gear to fight monsters). This option is discussed in this forum.
https://forums.ashesofcreation.com/discussion/67433/balancing-combat-and-artisan-leveling#latest