Language & Currency

Language

English

English

Deutsch

Français

Español

Italiano

Netherlands

Português

عربى

Display Currency

$ USD

$ USD

€ EUR

£ GBP

A$ AUD

C$ CAD

N.Kr. NOK

S.Kr. SEK

D.Kr. DKK

I.Kr. ISK

CLP CLP

COP COP

S/. PEN

ARS ARS

zł PLN

S.R. SAR

﷼ QAR

AED AED

R$ BRL

NZ$ NZD

Sign Up
  • Verification Code
I want to get information about activities, sales and personal offers

or continue with social networks

twitch google steam reddit discord
Already have an account?
Log In
Remember me Forgot your password?

or continue with social networks

twitch google steam reddit discord
Not a member? Sign up now

Aion 2 Gear Enhancement Costs and Endgame Progression Problems

Category: Aion 2

ViewsViews: 33

Author: Liam Carter

PublishedPublished: Nov 04, 2026

Just one month after its global launch, Aion 2's structural problems began to surface. While it boasts a progression system capable of enticing MMORPG enthusiasts to invest hundreds of hours, its over-reliance on repetitive dungeon runs, numerical hurdles, and resource accumulation in actual gameplay constantly wears down players' patience.

The misalignment between Combat Power and Item Level, the cyclical reuse of Expedition dungeons, and the endgame's depth failing to provide long-term motivation all contribute to the increased pressure of late-game progression, creating growing obstacles for ordinary players in team play, gear development, and competitive experiences.

Expedition Cycle: Same Dungeons, Higher Difficulty

Aion 2 Endgame Problems Explained Repetitive Dungeons, Rising CP Requirements, and Costly Gear Progression
Aion 2 Endgame Problems Explained Repetitive Dungeons, Rising CP Requirements, and Costly Gear Progression

Aion 2's PvE progress is quite linear: reaching a specified Item Level unlocks a new Expedition, you farm gear, and then move on to the next stage. However, the problem is that while progress continues, truly new content is scarce.

Krao Cave and Draupnir offer weapons and armor in the 700 Item Level range, while Urugugu Canyon and Vakron Sky Island follow in the 1400 range. Later in the game, these dungeons return in hard mode: Krao Cave Hard and Draupnir Hard unlock at 2600 Item Level, while the hard versions of Urugugu and Vakron require 2700 Item Level.

This means players are repeatedly challenging familiar dungeons and bosses, only with higher HP and damage. The new difficulty doesn't introduce many new combat mechanics to relearn, making Aion 2's late-game PvE content feel monotonous.

Aion 2 Krao Cave
Aion 2 Krao Cave

Combat Power Inflation and Rising Grouping Barriers

If dungeon reuse diminishes player interest, then the continuous inflation of Combat Power further exacerbates the pressure on ordinary players to find groups.

Although Item Level is the system-set entry standard for dungeons, in actual group formation, players often prioritize Combat Power.

Besides equipment, permanent benefits such as Stigma level, Arcana cards, pet Genus Insight, and wing collection bonuses also affect CP, and these growth items cannot be fully reflected in Item Level. Therefore, even if two characters have the same Item Level, their CP can differ by tens of thousands.

Faced with a large number of group applications, it's difficult for team leaders to individually assess character configurations and actual combat power. Filtering by CP becomes a more time-efficient option. However, as this practice gradually becomes the norm, CP transforms from a combat power reference into a de facto group entry threshold.

More importantly, this threshold is constantly rising. Early Crow Cave or Draupnir Hard groups might have required around 140K CP, but this has gradually increased to 150K, or even 160K. The dungeons themselves haven't changed, but the standards players need to meet are getting higher and higher.

Clerics are one of the few classes that relatively easily get group opportunities because the team's need for healers sometimes takes precedence over numerical filtering. For other classes, whether they can enter a dungeon often depends not only on actual combat ability but also on whether the character's CP on their stat sheet meets the team's expectations.

This selection process creates a cycle: early adopters continuously improve their combat power, leading to higher entry requirements for their teams. Later entrants then need to invest more time and resources to keep up with the ever-changing entry standards.

The Cost of Equipment Enhancement and Increasing Time Investment

A major driver of CP inflation is the cost of equipment enhancement. Equipment enhancement in Aion 2 often requires repeated attempts, each operation consuming a large amount of Kina.

For example, enhancing a low-level piece of equipment from +1 to +2 can theoretically cost millions of Kina, equivalent to the gains from several Expeditions.

Skilled players might complete a dungeon in six to seven minutes, while average players typically need eight to ten minutes. To accumulate the funds needed for one enhancement, players often need to run dungeons continuously for tens of minutes. Equipment progression has gradually become a cycle of exchanging game time for Kina, and then using Kina to advance enhancement progress.

Meanwhile, Kina is also a fundamental resource for in-game Marketplace trading, equipment crafting, and repair. As players' demand for equipment enhancement and crafting materials continues to increase, its consumption also expands, further driving up the price of market materials.

For players unwilling to invest more time, choosing Aion 2 Kina for sale has gradually become an option for catching up on gear progression.

Ludra Raid Returns: Higher Barriers Don't Solve the Problem of Insufficient Endgame Depth

Aion 2 Ludra
Aion 2 Ludra

Ludra was the first true raid in the global version of Aion 2. It was briefly available during the global early access phase, but was subsequently withdrawn and reworked due to players clearing it with gear far below design expectations.

Upon its return, Item Level barrier increased from approximately 2,700 to 2,800/3,000. This adjustment itself sends a signal: the development team has a low tolerance for being cleared too quickly, and raising the barrier is the most direct way to slow it down.

However, for a player base that has already repeated the same Expedition dozens of times, the 3,000 Item Level in Ludra Hard mode is not a new challenge, but rather an arithmetic barrier built upon enhancement probabilities, Ariel Fragment accumulation, and Kina reserves.

Once this barrier is crossed, the raid's content consumption rate is likely to far exceed the rate at which it is reached. The discussions in the community about quitting the game after completing raids point to this very dilemma: the depth of the endgame content is insufficient to match the high entry barrier.

In short, the core problem facing Aion 2 is not just the slow progression, but the relatively limited new content players can experience after investing a significant amount of time to increase their combat power. If future updates continue to primarily rely on raising the numerical threshold to extend the progression, it will likely be difficult to truly retain ordinary players.

Liam Carter

Liam Carter (View My Posts)

With a decade of experience in competitive RPGs, RTS, and open-world MMOs, I've learned that execution and strategy are everything. As an IGGM writer, I break down complex mechanics, meta shifts, and in-game economies into actionable insights, helping players optimize builds, master endgame content, and stay ahead of major updates.

Add IGGM.com as a preferred source on Google

Google is updating how content is shown. Don't miss our expert gaming guides, item trading insights, and latest patch updates, by setting IGGM as a preferred source.

    Link copied !
    Surplus stock:
    activity entrance Bj activity entrance Main activity entrance Text activity entrance 1 activity entrance 2 activity entrance Close
    Connecting to online customer service, please wait.

    .

    close
    Order
    Invite friends below for Monopoly Go Partners:
    event slots: click the + button, then check the entire list ,If you see them, please invite them.