XP loss needs to go (566 hours play time)
" Sure, but if you are in a party and you die in a map the map does not reset when YOU die. |
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" Ahh. So... the WORST thing that can happen to a character (gameplay-related AND lore-wise) does not need a universal, direct and explicit punishment? |
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" Beyond the punishments already in place? Nope. & you've already admitted it's not a universal punishment once you're at 0 XP on the progression bar. (Not to mention as the other person pointed out, XP loss doesn't kick in until end game). Dernière édition par SpankyKong#9805, le 14 févr. 2025 15:02:16
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One thing i can think of that would be more beneficial to the player and the health of the game in MY opinion would be to remove XP loss upon reaching LVL 92 where the real grind begins BUT add a debuff to the character that makes them gain XP at a decreased percentage such as 50% lets say. One way to remove that debuff is to complete X amount of maps and bosses of at a minimum T15. That way you still gain XP and still feel engaged but at a slower pace until you overcome a "challenge" of some form that rewards the full XP back. This would fundamentally support player progression while still punishing death BUT again if they added higher level content they would not need to remove XP loss again in my opinion.
Now i understand my view on this may not be "ideal" but i think it is a better fix that still keeps the player respect while keeping punishing mechanics that make players engage with the endgame systems in place. The XP debuff could have a gradual declined upon completing certain objectives. Maybe the player needs to complete 15 T15+ maps or complete a trial of sekhemas with no honor resist or something that invites a challenge to gain what you lost from death. There needs to be a give and take no matter how you look at it. Unfortunately right now all you give is your time and they take away your time which just feels like an artificial influence of difficulty. Dernière édition par GIBAS1996#4295, le 14 févr. 2025 22:48:57
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" Yeah, I'm gonna bs on that. How does someone who has that level of success need a check. They have multiply 90+ level builds, they have cleared most of the content, and have over 500 hours played...wtf are you checking here? He can clearly do damage, he knows how to play the game well, he knows how to make good builds...what are you checking at that point? The only thing left for someone like that is a game that isn't balanced well. And as someone who is getting near the same boat, I can testify that the vast majority of my deaths are to bs stuff in which there is no counter play to. It's 1 shot stuff from the other end of the screen, 1 shot stuff from animations that are undodgeable unless you have capped out move speed and millisecond level timing, lack of visual clarity, and bugs...that is the vast majority of my deaths. None of that has counter-play to it. And if there is no counter-play, there is nothing to learn from it. It's just frustrating, and it's just not balanced. And I get the grinding in GGG, but this isn't black and white. It's not casual who plays 5 hours a week or a streamer who plays full-time for 50 hours a week. There is a big gap between casual and the level of play you're talking about, that is still grinding, but still reasonable to expect for a balanced game in 2025. |
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