Rjll007 Posted 16 hours ago Share Posted 16 hours ago Hi, I wanted to share a suggestion regarding the leveling experience in Pokémon Revolution Online. Before the changes made around 2021, leveling felt faster and more engaging, especially with the ability to control evolution and optimize EXP gain. While the current system offers good flexibility, the overall pacing now feels a bit slower, particularly for players who have completed most of the game. I understand that the Training Tower already exists for leveling. However, it feels more like a structured, time-limited challenge rather than a natural grinding experience. Because of that, it can feel more like a task to complete rather than something players can continuously enjoy. With that in mind, I’d like to suggest adding an endgame-focused leveling feature, possibly within Cerulean Cave. Since Cerulean Cave already requires significant effort to unlock, it could be a good place to introduce something like: - A dedicated training area with slightly improved EXP rates, or - A controlled horde battle system (e.g., 3–5 Pokémon per encounter) for more efficient leveling This could be restricted to players who have completed the main story and key side content, ensuring it remains balanced and does not affect early or mid-game progression. Keeping it focused purely on leveling (without additional item rewards) would also help avoid any impact on the in-game economy. The goal is not to replace the current system or the Training Tower, but to provide an additional option for endgame players who prefer a more relaxed and repeatable grinding experience. I believe this would make Cerulean Cave more rewarding in the long run and improve the overall post-game experience. Thank you RJLL007 Link to comment https://pokemonrevolution.net/forum/topic/274491-endgame-leveling-experience-improvement/ Share on other sites More sharing options...
Lugario Posted 4 hours ago Share Posted 4 hours ago The best way about it, it would be to add a level training area in the Safari Zone (similar to how we have an area for ev training) and there to have common spawns of high level Chansey/Blissey because they give the best exp amount. Different grass paths for different level. And remove player balls when entering that area, so it will not be abused for catching them since normally they are rare encounters. Link to comment https://pokemonrevolution.net/forum/topic/274491-endgame-leveling-experience-improvement/#findComment-1707282 Share on other sites More sharing options...
Rjll007 Posted 1 hour ago Author Share Posted 1 hour ago That’s actually a well-thought idea, especially using Safari Zone mechanics and removing Poké Balls to prevent abuse. My main concern though is more about giving Cerulean Cave a stronger purpose. Since Cerulean Cave already requires a lot of effort to unlock, it currently feels like it lacks long-term value. Instead of adding a new leveling area elsewhere, it might be more rewarding to build something similar directly into Cerulean Cave. For example, applying a controlled version of that idea: Higher EXP Pokémon or improved spawn setup inside the cave Or a small horde-style system for faster leveling Restricted to post-story players to keep it balanced This way, the cave becomes a meaningful endgame location rather than adding another separate training spot. Your Safari Zone idea works well from a system perspective — it just feels like Cerulean Cave could benefit more from that kind of upgrade. Link to comment https://pokemonrevolution.net/forum/topic/274491-endgame-leveling-experience-improvement/#findComment-1707339 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now