Exp loss on death is too punitive.
The exp loss on death mechanic as it stands is too punitive. The ratio of exp able to be gained in an individual endgame map, versus that which is lost on death, is completely out of proportion.
Also exp loss if retained at all should occur on map failure, not on death. When dying meant failing the map it was understandable, but to potentially lose over 60% level progression from exp loss in a single map is egregious and overly punitive. I don't understand the balance changes between campaign and endgame. Endgame is punitive well past the point of being fun. Last bumped14 июн. 2025 г., 12:03:32
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The trick is to not die
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I know they don't care and the community is split but I agree with you.
At lvl 95 with 60% xp, messing around with an expedition map, i died 3 times to a one shot off screen mob. now at 15% , basically shut the game off. My build and gear is basically kill everything superfast, barely get hurt levels yet somehow I can still get one shot. 15% to 60% would prolly take me 3 hours to get back. It's pretty bad |
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" That's a serious problem, and I think a lot of the complaints about XP loss stem from it. The solution IMO is to stop offscreen one-shots. People get characters to level 100 in hardcore SSF, so it is possible to completely avoid one-shots. But I think the skill required should be graduated. In the spirit of: if you're still on map boss difficulty zero, you can't take damage from offscreen monsters. |
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" I've run the campaign deathless more than once and yet endgame is one-shot city. Feels awful. |
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" I think a lot of players with your attitude will level up or leave the game once GGG starts adding difficulty. Right now, the game is easy but tedious, and a lot of people with no supporter badges come to this forum and say the game is hard. |
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" I usually phish for a "HOW DO YOU DO THAT, BUD?" so then we can have a productive conversation about how to not die... | |
" You waste your time. GGG is stubborn with this idea. |
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-1
Nope. |
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