Eh, I don't mind grinding for crafting materials & loot. I just wish weapons sold for more & I had something to spend my hard earned gold on.
Neither do I but if thats your only progression its going to drain motivation fast(especially right now while both are rather limited in progression and dont substitute for the lack of character growth after a certain point).
Though even if they did/once they do,that would still feel like a disassociation from the narrative(you are supposed to be a venom like monstrosity growing in power,not a merchant with an infinite bag of healing pots and the legendary shiny sword of erectile dysfunction).
Whats even the point outside of balance(and if a player wants to shred that by grinding...why not?Let them,thats their choice and actually a big part of why many people enjoy RPG systems in the first place)?
Dunno,just wondering what the thought process behind it is,especially here,where the game is build on repeating content(in the form of quests,traveling and combat mechanics)while not going for the survival angle.
Very weird.
Imo finite xp-systems are better off in linear games(like MGQ or The Last Sovereign but even those two have their own problems because of it).