Experience as a currency

It would be absolutely amazing to introduce some way to incentivize max level players to keep getting out there and slaying the bad guys. If there were a outlet for all those extra tiny glowing XP motes, I think that would add a ton of reasons to keep collecting XP. Maybe make the crucible cost XP, make some echoes cost XP, or make it cost XP to use some of the late game enchantment boosting items? There could be an exchange or a merchant that trades in game items for surplus XP. Or, if you want to make more work for yourselves, there could be a gatcha type game for alternative skins and cosmetics, emotes, or finishers.

Either that or make the enemies drop some other kind of resource that would be helpful in the late game. I just find myself starting to run past enemies instead of fighting them, and it makes me sad. The combat is very challenging and snappy and fun, but it’s becoming unrewarding in most areas, even though you’re doing a great job getting people to go back to lower level areas with the daily and weekly stuff. I’m not picky either, you guys are doing great, and so far it’s a masterpiece, and I want to keep playing for as long as possible. I’m even buying copies for friends that are on the fence. Keep up the good work!

Was going to post something similar, so figured I’d jump into this one.

I think there are plenty of options here for XP use beyond max level.
Happy for the developers to come up with their own ideas, but definitely agree that having 'no use’ for XP at max level feels like a missed opportunity.

Some very rough and base level ideas:

  • Converts to a type of currency (that could be used on a number of things)
  • Karma/Favour system attached to certain vendors
  • Paragon-like system allowing you to increase some of your stats further (but at a much slower rate)
  • A consumable of some kind that can be used to increase loot quantity & quality
  • A new secondary XP that is only earned at Max level, that is specific to certain enemy types / factions / locations, that produces specific rewards. (ie. Certain essences become farmable from certain enemy types)