I know how to fix the XP loss on death complaints. It's easy.

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Bro, the problem from Devs isn't to make you life harder. All they want to stop people reaching 100 so fast and of course not to play fast and without consequences fear.

Imagine to know that you can just open 2.000 portals becouse that it needs to reach to next level...They want only skillful and patient people reaching high levels. The others need to gid gut otherwise they should stay low.No pain no gain..its simple!



and yet again edup with a game with even less then 10k players.. ye ye go ahead and catore to the [Removed by Support] yet again
Last edited by Vash_GGG#0000 on May 19, 2025, 6:42:04 PM
IMO a "streak bonus" to XP would help out a lot. Get +#% XP bonus for Every map completed without dying. Doesn't have to be a ton, cap it at ~10% after x amount of maps cleared without dying. Dying resets the bonus multiplier back to zero. Not only would it help speed up the latter portion of leveling when you plateau on enemy level and mitigate some of the XP loss pain, but ultimately I think it would encourage people to be a little more strategic about how they're juicing waystones because it switches focus from simply playing risky to get through a map to being cognizant of the XP bonus you're gaining by playing smarter. This also helps make the slower pace feel justified.

There will always be people who max out every waystone regardless and continually die and bang their head into the bricks, and that just is what it is. Some people are simply not capable of basic critical thought.

There will also be people with cracked builds and lucky RNG that beast through the levels because of this. Also an is what it is scenario. It doesn't matter what GGG does to squash that. In a game where top players obsess over min/maxing builds and finding niche broken interactions you will always have the outliers that cruise through the game regardless.

I think this would be a really helpful change for the ~75% of players that fall somewhere between those 2 categories.

Regarding trying make lvl 100 a daunting task, who actually cares? This isn't a competetive game. Aside from the Hardcore ladder clout its pretty much a single player game. Theres almost zero actual benefit to hitting 100 other than the extra passives and saying "I did it". If I could hit 100 faster it would just encourage me to roll a different class and experiment with a new build. As it stands now I peace out around lvl 90 for a new character because I simply get burnt out from grinding one character and move on anyway. Being able to hit 100 to gain the extra passives and have more fun with the build would just be icing on the cake.

#ShowerThoughts
Last edited by Johnny_Hotbody#4829 on May 15, 2025, 12:10:42 AM
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IMO a "streak bonus" to XP would help out a lot. Get +#% XP bonus for Every map completed without dying.


This is just a perfect illustration of what a non-issue this is because mathematically speaking the lack of a loss is the same thing as a streak bonus. The longer you go without dying, the less you lose. This already exists. You shouldn't need it to be contextualized differently in order to feel good about it.

Every map you complete without dying earns you a "bonus" of the amount you would have lost if you died.
Last edited by Kerchunk#7797 on May 15, 2025, 12:13:19 AM
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Kerchunk#7797 wrote:
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IMO a "streak bonus" to XP would help out a lot. Get +#% XP bonus for Every map completed without dying.


This is just a perfect illustration of what a non-issue this is because mathematically speaking the lack of a loss is the same thing as a streak bonus. The longer you go without dying, the less you lose. This already exists. You shouldn't need it to be contextualized differently in order to feel good about it.

Every map you complete without dying earns you a "bonus" of the amount you would have lost if you died.


you're not wrong. There is definitely a layer of redundancy baked into that. Oddly enough I think the psychological component is the driving factor though. Other games I've played over the years with streak bonuses actually serves (me, anyway) to change how the game is played. When I know I have a streak bonus on the line it causes me to change how I play, and to greater success. I approach things with a higher level of caution and tact. Which is immediately noticeable when I lose the bonus and go into "f*ck it" mode, and just die harder. lol

I don't claim it to be the answer, but it's something I've certainly benefitted from as much as it is just a roundabout way of not dying to begin with.
Last edited by Johnny_Hotbody#4829 on May 15, 2025, 12:20:10 AM
I wouldn't mind the xp loss if I wasn't constantly dying to things I feel I can do nothing about or are not balanced well. Volatile plants top the list but there are also different kinds of blood mobs that one shot you. Blood mages being one, I forget the name of the others but one throws multiple blood pools at you. Another attacks like the multiple arm snake mobs at range. All of these are white mobs that can kill you instantly. The plants that come up from the ground then slam down are another one. They are cast right on you, have an enormous area and 1 shot you. I don't think I have ever survived those being cast. Luckily I rarely find mobs that have them.

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I think the psychological component is the driving factor though.


Very fair and I appreciate the acknowledgement that we're just looking at the issue from two different perspectives. I think I'm probably in the minority on this particular issue.
Yeah same same but different. I get it though. The more I adapt to it, the less I care about the XP loss. I'm definitely in the minority in thinking that it doesn't need to be removed from the game, and *can* present a specific flavor of benefit in terms of learning how to not do stupid things. Sometimes I just need something more to force me to take my foot off the gas. Far too often I just end up getting greedy and trying to squeeze in 1 or 2 more hits when I absolutely should not be lol
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If enemies grew to a max of 90 - 92 with mechanics to allow that growth the game would feel smoother in the endgame in my honest opinion


Exactly, this is the root of the issue. The game stops scaling.
ggg should add a ring item which prevent exp loss but lower all resistance and rarity of items, also ban ring swap during mapping, i think this would solve these noob players baby cries
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ggg should add a ring item which prevent exp loss but lower all resistance and rarity of items, also ban ring swap during mapping, i think this would solve these noob players baby cries


No downsides please, the real solution is to delete exp loss.

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