EXP Penalty has no purpose
" Imho, you should get an additional skillpoint per level above 9 at every level-up, so going from 99 to 100 would get you 10 skillpoints. That would be an actual incentive to reach 100... |
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It’s an unnecessary mechanic meant to stifle and frustrate the player.
It’s absolutely not “challenging” to the player at all. None of us want to die in the game and we all try to avoid it. Yes, some do it way better than others but that comes from knowledge of the game. I e said it before that I came into .1 blind. (For me, going in blind is the best for any game) I am still learning and am constantly impressed by those that know it so well. But that’s who I learn from, the game doesn’t really tell you all that much. Is this my fault? I have to be fair so yes, of course it is. However if a game forces me to a third party site, then the game has failed. Let’s look at what do loss really does and doesn’t do. Realistically, you wouldn’t get much if it didn’t exist. 1-3 levels? Tops? That’s not a lot really, but it is still something. And the progress towards that is TAKEN from the player. If your build isn’t strong enough, you’re not going to progress anyway regardless of XP (touching on the OPs good point). So what is the actual purpose? Don’t say “challenging “ because it’s not applicable in anyway. Not dying is baked in from the 1st level to the end. It creates tedium and tedium IS NOT challenging. Two different things. Now if you really want to see how egregious it is, add: *no combat log-does the player know how or what killed them? *jank-a lot of things just don’t work correctly *cluster and ground effects *performance issues *the discrepancy between melee and ranged Their happens to be a lot of reasons. Its purpose is to frustrate the player and manufacture tedium which is the opposite of fun. Dernière édition par Skyvortex#7923, le 5 nov. 2025 à 06:54:35
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The purpose is to gatekeep EXP behind building defenses so that players try to balance their builds (offense and defense).
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"Wisdom is the offspring of suffering and time" "Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
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There's a purpose to this: to make players abandon the game. A complete waste of time. If you only lost the XP gained within the map, it would be much better.
GGG doesn't care about losing players. |
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I possibly wouldn't mind it if defenses and builds/classes were even remotely balanced - and if deli fog didn't obscure everything all the time.
I think it has a fundamental problem in that it encourages people to run really, really safe content until like level 94 - 96. IMO the point of maps should be to run stuff that's challenging. Challenging content is usually fun. But for something to be challenging you also need to have the potential for a player to die. Except the punishment of death is so high you're encouraged to remove the potential for death as much as you possibly can. As the system is setup now, non-meta builds may need to choose between juicing drops with dangerous content and just grinding EXP with safe content. But safe content isn't actually fun, it's just the most efficient way to gain EXP. TL;DR The XP loss system encourages you to run content you're pretty confident you won't die on to level up, but that content is boring since there's no or very little danger. |
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" +1 to this |
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" Feel like that would make people upset about losing xp even more upset. "Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
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