Death Penalty - Replace XP Loss w/ Durability Loss

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CharlesJT#7681 a écrit :
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Soulscar1#4896 a écrit :
The issue for me isn't the xp loss. I like risk = reward mechanics. 10% xp loss is a massive disincentive to "risk" for very little reward in highly modified maps with laughable drop rates.



The durability loss on death lowers to risk to reasonable levels. Gold repair cost could be tuned to ensure a healthly risk vs. reward profile is achieved.


I understand, my main issue is simply "make it rewarding" with regards the risk. Gold cost is going to become awful if you need it to trade, respec and repair. I suppose this could be balanced using gold drops etc.

You have sparked an idea. How about allowing gold investment into maps/bosses to remove the xp death penalty? If you attempt a particularly risky map invest X gold with an NPC to "wind back the clock"? I don't mean some inane amount either like 50k for T16 25k T15 12.5k T14 and 25-100k for T1-T4 bosses.

That way you can save up some gold and attempt a few bosses or deli maps. I mean to be honest audience with the king is already a multiple divine per attempt risk without the -10% xp. Same with all bosses.
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Soulscar1#4896 a écrit :


You have sparked an idea. How about allowing gold investment into maps/bosses to remove the xp death penalty? If you attempt a particularly risky map invest X gold with an NPC to "wind back the clock"? I don't mean some inane amount either like 50k for T16 25k T15 12.5k T14 and 25-100k for T1-T4 bosses.

That way you can save up some gold and attempt a few bosses or deli maps. I mean to be honest audience with the king is already a multiple divine per attempt risk without the -10% xp. Same with all bosses.


That is an interesting idea, what about investing gold at NPC to temporally lower xp loss from death from -10% to -5%? It doesn't completely remove it but lowers it instead.
Dernière édition par CharlesJT#7681, le 4 mars 2025 à 14:05:50

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