
After the January 23 maintenance, Girls' Frontline 2: Exilium (少前2) raised its level cap to 60. Sounds exciting on paper — until players actually crunched the numbers. One NGA poster laid it out in brutal detail: pushing a single character from level 44 to 50 requires 25 EXP stage runs costing 250 stamina, while the game's natural daily stamina regen is only 288. In other words, your entire day's stamina budget barely covers one character's mid-game leveling — and this doesn't even touch the 50-to-60 nightmare.

Another player dropped an even more damning chart: the total XP needed for levels 45-60 is roughly 2.5 times the total XP from level 1 to 45. Everything you grinded before? A rounding error compared to what's ahead.

But GFL2's grind isn't just a single vertical climb. Character levels and weapon levels are tracked separately with similar XP curves, and there's also a talent system on top. Community estimates put a full build at roughly one week for character levels, one week for weapons, and two weeks for talents — about a month total for one character. And just when you finish? A new patch drops, a powercreep unit boots your character off the team, and you start the treadmill all over again.
Players weren't shy about calling out what's really going on. One top-voted comment cut straight to it: "Inflating progression difficulty is just a roundabout way to sell stamina packs and battle passes." Others pointed out that the devs have been cracking down on forum discussions too — the original poster's title itself mentions their thread was deleted from the General Discussion section (手综), and multiple players reported seeing similar posts nuked. Even a thread about a new one-time pass (通行证) got axed, prompting sarcastic comments about "enhanced community management" (加强社管) — Chinese gaming slang for devs aggressively deleting negative feedback.
A few commenters tried to play devil's advocate, comparing GFL2's grind to Honkai: Star Rail's level 80 cap or Arknights' Elite 2 Level 90 ceiling. But the community wasn't having it. One player fired back: "In Arknights, you can clear virtually every stage with characters at E2 Level 60. Can GFL2 say the same?" Another Star Rail player noted they've maxed out DPS units every single patch without ever needing to farm character EXP specifically. The most cutting comparison: Arknights' hardest content has never strictly required maxed-out units, but in GFL2, "if your levels aren't maxed, mobs beat you like you owe them money."
Some players drew an even darker parallel to Phantom (幻), a notorious Chinese indie game that infamously shipped with absurdly tuned difficulty stats to mask its lack of actual content. One commenter recounted how someone used Cheat Engine to brute-force their way to the ending, only to discover the finale literally hadn't been programmed yet. The comparison stings — and the community clearly thinks GFL2 is pulling the same trick with its exponential XP curves.
Right now, GFL2's progression system has essentially lost all credibility with its playerbase. Exponential XP inflation on one side, version-based powercreep on the other, and stamina microtransactions sitting neatly in between. The tl;dr from the community: you can never build characters fast enough before they get replaced, and the devs seem perfectly fine with that.
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