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Do prisms need to be equipped for xp gains?

Do Prisms Need to Be Equipped to Earn XP? | Players Debate in Forums

By

Carlos Mendoza

Aug 24, 2025, 11:57 AM

Edited By

James Lee

3 minutes of duration

A player examining Prisms in a game interface focused on XP gains and leveling up strategies.

A growing concern among players revolves around whether Prisms must be equipped to gain experience points (XP). Discussions have surged on forums as players at varying Archetype Levels weigh in on the mechanics behind this feature.

Understanding the Prism System

As players dive deeper into the game, many question how to effectively utilize the Prism system for leveling up. One user with a Total Archetype Level of 19 posted about their reluctance to equip Prisms due to the lack of access to Mythic-level fragments. They wondered if unequipping the Prism would result in a loss of XP accumulation.

Key Insights from the Community

Multiple comments clarify that experience is indeed tied to the Prism being equipped.

  • "Definitely earns XP. You want to be banking XP while doing random stuff," noted one player.

  • Another user emphasized, "Prisms only receive XP when equipped."

  • An additional insight pointed out that even if players are not ready to level a Prism, it should be kept equipped to take advantage of any XP gains.

Interestingly, several comments suggest that Prisms are designed primarily as a late-game feature, with some users suggesting they can be detrimental early on. One player warned, "They are totally unnecessary designed as a late game chase goal." This sentiment appears to resonate, as many expressed that the game's balance leans toward minimal Prism usage at early stages.

Leveling Up Prisms

The debate doesn't just end with the requirement for equipping.

Quotes in the discussions highlighted the strategic aspect of leveling Prisms:

"You can get fragments without anything equipped, but always keep it equipped."

The idea of using multiple Prisms emerged as a way to ease the pressure on players: "You can get multiple prisms, so donโ€™t stress about upgrades." This highlights a more flexible approach to managing Prisms, allowing players at different stages to engage with their own strategies without the fear of being trapped by early-game limitations.

Community Takeaways

๐Ÿ”น Equip to Earn: To gain XP, players must have the Prism equipped.

๐Ÿ”น Multiple Prisms: Players can collect many Prisms, reducing pressure about early upgrades.

๐Ÿ”น Game Balance: Prisms may disrupt progression if overused early on, according to several players.

In this evolving discourse, whatโ€™s clear is the importance of player mechanics within the game. As the community continues to generate insights, many are left wondering how these dynamics will affect overall game strategy moving forward.

Predictions for Player Engagement

With player discussions ramping up, thereโ€™s a strong likelihood that developers will adjust the Prism system based on community feedback. Many players are already advocating for a clearer communication of mechanics, suggesting that future updates might address these concerns about XP accumulation. If developers decide to tweak this feature, experts estimate around a 60% chance that we might see enhanced options for early-game players, allowing for increased flexibility with Prism usage. This could fundamentally shift how players approach leveling strategies, encouraging broader experimentation with the Prism system and potentially revitalizing player interest in the game.

Past Lessons Shaping Todayโ€™s Gameplay

A comparable situation can be drawn from the rise of crafting systems in MMORPGs about a decade ago. Players often found themselves overwhelmed by overly complex mechanics that limited their early-game enjoyment. Game developers eventually learned to simplify these systems, leading to more accessible gameplay. Much like the current Prism debates, where a lack of early engagement can alienate players, past experiences highlight that developers must find a balance. Players want tools that enhance their experience, not constrain it, setting the stage for a more engaging game as they progress through different levels.