Still funny when people complain about crafting getting harder/slower when it either remained at roughly the same speed at low levels and increased dramatically if you have the gonads to go out and mine on unguarded maps - shouldn't be hard for a bunch of uber leet!!1 PvPers such as yourselves
You see it's not about crafting being hard/slow its about EXP gained from crafting is too low (I like current crafting system as it comes, but its still cooldown based so it has its drawbacks bu thats not the case here). The reason why we why they seems low for us is mainly because there is nothing to do yet and we have to repeat boring stuff. And that pretty much covers grinding exp from critters too.
If you are thinking about just adding few new critter kinds or sub-kinds to current system then yes, it might help a bit but at the end it can not work. Why? Because you refuse to see the game from bigger picture. Imagine you will stick to current system and as the game develops you would add new critters, bosses, PvE challenges and all that stuff. At that point all what it takes to get rocket exp is just to search for critters you haven't killed that much before and since there would be many critters it should not be any problem to do. It has its flaws you see. Thats why I suggest to rework it to system when players level matters and creeps could appear in like bazillion combinations. But best of all its easy to manage leveling speed through few simple changes once the system is up and running. Lets get it summarized:
Current leveling system+ rocket exping at hardcore mobs is not possible
- lack of creature variety leading to small or almost non exp gain at all from some
- nothing like stable exp income exists
- imho it has been made slower prematurely leaving casual gamer bored and depended on repetition
Players lvl vs creeps lvl system+ rocket exping at hardcore mobs is not possible
+ many new creature kinds/sub-kinds available (even without new skins)
+ easy to manage system (you can adjust leveling speed as you see fit without any side effects)
+ stable exp income at all levels yet leveling speed depends clearly on player and his skills and choices
- someone has to create it
You see we have like 4-5 really tough creatures ingame right now so when people focus only on them, diminishing exp will cut their source of exp really fast. Leaving them to farm every other living creature out there. But thats all what you really want to have ingame? Just 5 hard mob types and thats it? But if you want more then with every new hard mob added leveling will become faster and will come closer to rocket exping (even when now its like to compare an ant with an elephant). All I'm saying is that current diminishing exp system just can't work properly when the game reaches certain stage in development. Why don't you focus on something that could last and it has all the benefits of the current system and some additional bonuses on its own.
Simply some compromise between seasons 1/2 and season 3/4 leveling speed would be appreciated by casual gamers until some serious leveling system is done.