GGG , changes to endgame are good. But please remove the EXP penalty on death

Add portals back and keep xp the way it is. If you can't get to 100 that is your problem. Getting to 100 is not even that hard honestly. All the new players that want to voice how great this garbage is. Can't handle xp no death. That's a new low. If you can't do that is a you problem. They still make mobile games if you need something easier.
"
Add portals back and keep xp the way it is. If you can't get to 100 that is your problem. Getting to 100 is not even that hard honestly. All the new players that want to voice how great this garbage is. Can't handle xp no death. That's a new low. If you can't do that is a you problem. They still make mobile games if you need something easier.


exactly....

idk whats so hard playing without dying, when i tell them hardcore players dont die, they say they arent playing hardcore.

so they wanna die but not wanna be penalized for it. i dont know why they wanna frustrate my brain cells so much.
`Spent 2 mirrors on my build, but I'm only Level 98.` LOL
`From just quick sweep of your characters, toxic rain, golems .. sure, non meta... sure.` LOL
`What are divs?`
Just split us.

Give us Softcore slow progress without the setbacks.

Give Hardcore fast progress with setbacks.

Where is the problem? There will never be middle road for this topic.
When the client is asking you for a toaster, YOU SELL THEM THE TOASTER!

I get there's more than two crowds here, but broadly it boils down to you either like the trophy-hunter vibe of leveling being hard to do, or you don't.

Personally, I don't. I think the EXP loss is relatively unnecessary for the game to be difficult, or for dying to have consequences. There are plenty of issues with dying, without needing to also deduct exp.

For one, in higher-tier, higher-juice maps, you lose if you die. It's hardcore, for maps. Once you fail the atlas node with one waystone, you lose all extra content in that node. If there was a ritual in there, it's gone. Expedition, breach, boss, gone. Those are already plenty consequential. A (probably) valuable waystone was lost, the opportunity cost of the exp, loot, and etc. are lost.

Exp loss isn't necessary alongside the other losses. It doesn't add anything to the experience, other than that a handful of players will get some extra satisfaction out of the "I have it and you don't" ism of it. In a game already teeming with scarcity, it's not beneficial for the enjoyment of players to keep piling it on.

Great gear is hard to get, hundreds of hours of chase and grind and trade (if you're not SSF). The RNG is king in the get-strong race, so why does it matter if at least some part of it is consistent, controllable, and predictable for the player? If 100% of the game is RNG, all frame of reference is lost.

Some foundational satisfaction for the player needs to exist. There has to be something that they can dependably pursue, and know they will get it, for the game to stay a game. With no promise of any form of progession at all, it's simply a slot machine. It takes a very special minority of people to play a slot machine for thousands of hours.

Does that dependable something-or-other to make players happy and feel they are moving forwards have to be an "only upwards" leveling experience? No, but what else is there to give concessions on? Crafting? You'd all be furious if crafting was too viable, the precious economy would be in shambles. Some stable currency bottom line the player can depend on getting for mapping? Weeklies or something? You'd riot, or have an aneurysm.

Maybe when the game is in full release and stable and players can depend on it to function properly, it would be 'appropriate' for the game to 'fail to reward people who are not good at it for investing their time in it' or whatever jargonized right-side-of-it phrasing makes you feel intellectual about it.

Point is, it's a game, and sometimes it's important that people feel they win a little bit, just for throwing their time at it. Some people value momentum, and it wouldn't hurt anyone to let them have it.

And sure, they can go play something else, but after your two thousand hours of slot machine handle pulling, wouldn't you like to sell your overpriced loot to a level 100, generally inexperienced player who has no clue you're taking advantage of them? Of course you would, but the current experience gets rid of that customer.

So in a weird, roundabout way, giving a concession to the casuals like me will help your bottom line. It's not like the game ends at level 100 anyways.
Looking at a lot of the feedback, I'll have to resign the fact there are many casuals who refuse to take the difficult road.

Give them their baby mode..... hopefully they won't get bored after 1 week.
`Spent 2 mirrors on my build, but I'm only Level 98.` LOL
`From just quick sweep of your characters, toxic rain, golems .. sure, non meta... sure.` LOL
`What are divs?`
"
LiMA6#0387 написал:
Looking at a lot of the feedback, I'll have to resign the fact there are many casuals who refuse to take the difficult road.

Give them their baby mode..... hopefully they won't get bored after 1 week.


This is hilariously condescending, but whatever as long as everyone is in agreement. We need softcore mode for people with lives.
The worst part is, leveling is a joke. You can "rush" to 85 eez. If you die, no issue. Doesnt hurt. And if so, well Im sorry, but now something is really off with your build or playstyle. I totally agree till lv85. After that it starts to get steep. Too steep. At lv95 it is already through the roof.
I would even call it unhealthy, if lv100 is your goal.
Still 5 skillpoints missing. Thats an itemslot.
What are we doing here? Who benefits from this? Not you, not me.
"
Add portals back and keep xp the way it is. If you can't get to 100 that is your problem. Getting to 100 is not even that hard honestly. All the new players that want to voice how great this garbage is. Can't handle xp no death. That's a new low. If you can't do that is a you problem. They still make mobile games if you need something easier.


Less than 25% of peak season players are even playing anymore & only 4 players in the entire season have reached level 100.

In light of Mike's quote above - I'd like to reiterate something I said in a separate but topically related thread.

"Most of the people in favor of XP loss don't even reach level 100 themselves. They don't care if they're stuck at level 90 forever. What's important to them, is that YOU don't achieve it & that YOU feel frustated at stolen progress."
Xp loss is not in place to wheat out noobs. It is to make 6 portal defence unusable.
People still dont care? Lets make it one portal.
Thats what happened.
everyone benefits. item value as repeatedly said, if not repeatedly ignored.

why upgrade if there's no reason to value life?
`Spent 2 mirrors on my build, but I'm only Level 98.` LOL
`From just quick sweep of your characters, toxic rain, golems .. sure, non meta... sure.` LOL
`What are divs?`

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