Im fine with the EXP Penalty.
" i mean yeh sure you can set w/e goal you want, don't expect the game to be adjusted to those goals tho, that's being irrational |
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Yeah there needs to be some risk factor for sure, i hope they keep it in,
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" There is obviously a reason to go past level 90. First it gives a sense of accomplishment. And if it just is Number Up! NICE Then Skill Points do matter. The issue is if the Bar on the bottom decreases it frustrates People. Which makes people annoyed which then makes people quit. It reduced Player retention. That cant be what the Developers want. I am fine with the Exp Penalty, but i can understand that people are not and why people are not fine it. Dernière édition par Gang5ter15#1071, le 15 févr. 2025 05:55:56
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This has a really simple solution and D3 already showed how it can be implemented. Instead of punishing the player for dying you can reward him for surviving. No sour taste of frustration in your mouth anymore about the game just trying to waste your time.
For instance make it so that if you successfully finish a map you get a 25% exp gain boost for the next map of the same tier or lower. If you die you lose all exp from the map you currently are in. Suddendly not dying and maintaining a streak becomes a boon instead of avoidance of punishment, and at the same time you aren't disincentivized of interacting with risky content because the punishment is fair and not erasing hours and hours of progress on higher levels. Also no need for dumb bandaid items like omen of amelioration. The significantly slower exp gain in PoE2 would easily allow for not losing exp and giving this small exp boon and not trivialize the grind. But I guess we will stick with the antiquated anti-player mechanic that was carried over from the past as a "mechanic" when really all it was, was a lack of storage capability of old consoles. Because it makes death "meaningful". Still trying to find the meaning in getting punished for dying trying to learn a boss mechanic, but I guess any day now. |
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