So one of the things that I'd be considering would be changing the EXP curve entirely.
And, uh, math warning.
The formulas for the EXP growth types that I showed all basically involve the following components:
A * (Lv) x
where A is just some multiplier and x = 3.
I'm looking into making it so that X either drops dramatically at Lv. 100 or decreases over time using some other kind of function, like say having x = (300 - 2 * Lv) / 100 . This would dramatically decrease the EXP requirements, for example if you need 1,000,000 EXP to reach Lv. 100:
for x = 3, total EX