The post map xp penalty is way overdone.
Look I get that much like any other game, the deeper one gets the more difficult it becomes, but this game has very serious balance issues.
Any gear worth playing for only drops in levels which one must be strong enough to get to in the first place. Yes I know there are "Meta" builds which one shot, but these are overhyped and even then defenses are squishy. Maps cannot be taken to character level and crafting materials are bleak at best. Without gear, leveling is the only real way to nudge ahead to handle extreme content. 1 death with an Amelioration is the only safeguard, then the rntire map is scrapped. It just isn't worth the risk. Now a daring individual could put on a different omen and re-enter last season, but not this season. So the maps themselves might as well be hardcore on a leveling cycle. This in my opinion is "Bully Culture" to the extreme. You try to level to improve, but the incoming xp is bleak and 2 deaths can wipe the bar and destroy any reason for even returning to the map. The amount of xp lost should be no more than what can be attained in a given map. It should be relative to ones entry position. Period Relevant gear can't be attained other than by market, but you can't earn it by "grinding" because it won't drop till one's already there. The overall vibe is kicking a player when they're down. It's like saying, "You aren't strong enough, so we're going to make sure it stays that way." Now I know so many meta P.C. players will say things like, "It's your build" or "You just don't know how to play." Some of that may be true at times, but all too often instability, inconsistently performing features and console specific bugs are to blame. In addition those of us on console don't have add on package utilities that P.C. players do, but we receive no price or feature accommodation. So in essence our failures happen due to developer error, but we get punished as though we fail 100% of the time. So since my money is "worth less" I won't be parting with any more of it until these issues are addressed. Absolutely no one wants to pay out to feel shorted. I am more angry than entertained and that's not a particularly good value. You need to -Prioritize fixing console bugs. -Make higher level Way stones which coincide with attainable player level. -Make crafting more directable and consumables far more frequent, especially given the insane random gambly nature of said consumables. In a level 80 map I should never see a lesser jewelers orb. I've never seen a perfect unless purchased. -Make penalties more balanced against attainable rewards, especially in time limited seasonal leagues. -Stop doing things like introducing materials without carry expansion. -Expand console features to match those available to P.C. or ban outside extensions for P.C. There is 0 reason a console player should need a computer next to them. I say this as the market menu for specific personal gear sales is unusable on console with no mouse. -If a map is discontinued and one must leave or use a different Way stone precursors should not be disabled. We've already lost ground loot, amelioration, and xp. How much "punishment" do we deserve? A player should be able to unlock 3 precursors with 1 revive remaining. There should be a special bonus for running "hard core" 0 revive. Look on the bright side, I'm not just bailing immediately as almost every console player I know has done. ...and more continue to do. Dernier bump le 20 oct. 2025 à 03:29:41
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