Death Penalty - Replace XP Loss w/ Durability Loss
" I understand, my main issue is simply "make it rewarding" with regards the risk. Gold cost is going to become awful if you need it to trade, respec and repair. I suppose this could be balanced using gold drops etc. You have sparked an idea. How about allowing gold investment into maps/bosses to remove the xp death penalty? If you attempt a particularly risky map invest X gold with an NPC to "wind back the clock"? I don't mean some inane amount either like 50k for T16 25k T15 12.5k T14 and 25-100k for T1-T4 bosses. That way you can save up some gold and attempt a few bosses or deli maps. I mean to be honest audience with the king is already a multiple divine per attempt risk without the -10% xp. Same with all bosses. |
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" That is an interesting idea, what about investing gold at NPC to temporally lower xp loss from death from -10% to -5%? It doesn't completely remove it but lowers it instead. Last edited by CharlesJT#7681 on Mar 4, 2025, 2:05:50 PM
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+1
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Still think death penalty should be replaced by durability loss on equipment.
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exp loss is perfectly fine. It's getting steep from like level 92, when oyu're already strong.
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" I agree, would be a welcome change. XP loss is just an ansult to people who put in time and effort. |
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how would that even work?
if you died too many times you would literally brick your character (broken gear/no gold left) |
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" It's not an insult, there are several (hundreds?) players at level 100, hc and hcssf as well and those are the ones who put time and effort. Thats what GGG want, level 100 not going to be free and it's fair enough. |
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Xp loss must stay and tbh must be bigger to prevent too much players level to 100lvl.
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" Xp loss is fine as it is. Get good. Get better. learn the game. Lvl 100 is a grind... |
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