Get rid of exp loss on death.
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You can not simultaneously have an ARPG which has meaningful (keyword here) progression and also allows for high-risk high-reward content to be spammed with no downside.
Without enforced risk and consequence, there is no ability to maintain challenge and reward. This is a fundamental ARPG design axiom. It's not something that can be negotiated with matter how many of these threads get necro'd and filled with whiny +1's. Unfortunately you're all just going to have to get better at the game. And before someone tries to say the progression isn't "meaningful" - you wouldn't be asking for it if it wasn't. |
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+1
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-1
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" NO ONE is saying there shouldn't be risk/reward or that you shouldn't have consequences for playing/gearing badly. (Ignore BS deaths) The discussion is, get rid of Exp loss on death, and replace it with something that is better middle ground. People who play ARPG are not usually spring chicken with tonnes of free time. Losing a day or longer worth of progress is instance GTFO for many gamers, if not MOST gamer dads and the likes with limited game time. |
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" THIS! |
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"Amen. |
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Maybe GGG could create a new mode where there is no XP loss.
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