Terrible End Game // Progression

Have you guys really thought through how to transition your player base from campaign to end game? first of all you overtune everything as you get in the higher tier maps, with terrible RNG and the rapid inflation of the economy. Its impossible to progress because good gear is gatekeep'd behind multiple divines. On top of that, you lose XP when you die, who in the right mind thought this was an amazing way to progress through the endgame? This traps the player in to a non-progressive state because A) they cant get good gear > B) they die to your dumbass mechanics that has 100 effects on the screen or some death explosion effect C) lose all loot and XP D) insane enough to go try again.

Terrible system and terrible design.
Dernière édition par djchakattack#6347, le 27 sept. 2025 à 08:34:25
Dernier bump le 27 sept. 2025 à 07:25:18
They deffinently need to do away with xp loss or make a new league where it doesn't exist that alone would bring back a lot of players. The market is in my opinion the single biggest turn off for new players mixed with horrible currency drop rates. If they would just loosen the grip on the currency a lot more ppl wouldn't mind the rng as much. They try to mitigate the rng with crafting and get locked out bc all the good crafting methods quickly get expensive and only get more expensive. Can't farm enough to actually "grind" out gear through rng bc everyone uses the trade site to mitigate it. The only affective way to make money with trade is to know the meta and guess what new players are not gonna have a clue. On one hand they say they wanna bring in new players and on the other hand they keep making decisions that are pushing them away
Dernière édition par Foeten5639#8632, le 27 sept. 2025 à 07:26:52

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