Expirience loss is ridiculous on high levels
" The irony |
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" Regarding the fact that the majority of meta builds are glasscanon or mediocre tanky at it's best your claim is simply wrong. Also, reaching 100 shouldn't be something every single player should reach just because "I played so many hours and finished x maps I should be 100 already ..." How about stop dieing? Go more tanky, reroll maps? We even have now merceneries ... providing you insane tankiness if needed. I have no clue how anyone could complain now especially this league. I have a full time job and I managed it as well. It's not that difficult if you go more tanky. Furthermore, if it's just about reaching 40/40 challenges just focus on something else than reaching 100 for the last challenge. |
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If you can beat a t16 Poorjoys death-less you can hit 100! Just buy them in bulk get some good tunes going and start grinding it's actually not all that bad.
If you can't run it deathless find the kink in your defenses and straighten it out, then try again. The games entire mission is to attempt to kill you, if it could never do that, or if there was no punishment for it; then your not gaming your just going through the motions. |
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I like how everyone's defense of exp loss is "the game is supposed to feel bad". No, it's not? Games are supposed to be fun,rewarding and satisfying to progress through. Especially ARPGs they're all about that power fantasy, exp loss makes you feel like you took 1 step forward then started rolling down a mountain when you die 5 times in a row and all the exp you earned is stolen away from you by the game. It is unacceptable and I fully agree with the OP +1000
Games aren't supposed to be constant CBT lmfao And no, there does not need to be any punishment for death. That's for hardcore mode if you so choose to play it. Stop forcing your hardcore playstyle on everyone else. Dying already feels bad by itself, resurrecting at a checkpoint and having to walk back to where you were. Death itself in a game is enough, no further penalties are ever necessary. GGG should really do an experiment league where they disable exp loss, and see just how much more popular it is and how much more fun people will have. That or add a toggle in the settings for exp loss already, its such a simple solution that harms nobody and makes everyone happy. It is the best solution. And this is a feedback section, not the build help section. Would be nice if people stopped using the excuse of "git gud" or "just play a tanky build". Those are not solutions nor do they add anything to the conversation. We're simply giving our feedback about exp loss and how bad of a mechanic it is. Nobody asked for build advice. We're asking for this clearly outdated,bad mechanic to be deleted and forgotten in the ancient past where it belongs. |
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Just gonna throw this in there: the me copyright method to easy level 100, safe, and profitable to boot.
Buy a big pile of red, blue, other blue, and black breachstones, run on that breach treadmill with maven witnessing, clean up the breachlord 4 way with mods you can handle to profit (sale of conflict orbs, chissels, and maven invites sustains about 3x investment, before even looking at what drops in the breaches). Safe, easy, and surprisingly fast on any build that can muster 20k max hit across all elements, appropriate sustain, and about 1m dps (and if your build misses those bars, you might want to consider some swaps). Also works with basic synth maps. |
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" Thanks for keeping thread on the topic and swaying some arguments. I think people who are skilled enough tend to shift discourse on skill because often there appear some person that is frustraited by exp loss and spams some stuff in feedback without being able to actually have a proper position. You can see that becaus most of people having this position play for 5+ leagues and got used to current system with it's (imo) flaws, and people who tend to post "delet xp loss it ass" have usually played 1 league total. While i do not like system i'm lvl 99 atm and i'm not typing feedback on it because i can't get lvl 100. I already utilize all the ideas, i used omens, changed strats and played around and i still think the system is in bad spot and actively makes game worse by the points in my OG post. Now as i layed out my position, it's not like my deal here is to win a debate against someone, i want people reading this thread, and especially devs at GGG who can change the system to get the reason why i think it's flawed and understand it to develop own solutions that will make game better for everyone. Now with tihs out of the window, there is a thing i desagree with you on. " I agree with you on the fact that death is already a punishment in itself and exp loss is a cherry on top, but " You see, punishment from game design perspective is a vector of scaling challenges. And progression lose can be a legitimate vector of scaling challenge, and therefore - feel of being rewarded and satisfied. While being punished in process and feeling tilted, it adds up to satisfaction of challenge overcomed if done correctly. For example system where you lose portals on death in my opinion is a good punisment mechanic, it adds value to clearing map and not dying, both as resourse (bcs you can't spam one map with bodies) and as challenge (you didn't die - therefore you farmed map fully) Now, what is in my opinion dofferent between portals and exp loss punisments? First: Exp punisment goes beyond level you died on, basically for mistake on one map you lose progress that isn't in any way tied to th map you made mistake on, while with portals only possible lose is the map tied to those portals directly Second: Portals are direct punishment in terms of how you think about it, each death you count exact portals to think about, while exp loss is a global death punishment. The main reason it doesn't add tension is because even without exp loss, as a player you will tend to try and not to die. When anybody who isn't giga minmaxer tries to survive, he doesn't think about the exp, he just tries not to die, and exp loss is just gts to those player as a cherry on top. |
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" It's nice you want to tell about strategies, but pleas stop, it's game mechanic discussion, i'm not asking for a guide |
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" From my perspective, I don't see anything you're pointing out as a net negative for the overall game. 100 is an optional challenge. It's not necessary. It's not gating any other content. If you dislike optional content, don't do it. This is why I block breach and abyss on my atlas - rather than agitating for their removal because I dislike optional content. Last edited by Sabranic_SilverDeth#2793 on Aug 10, 2025, 3:59:47 PM
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" Absent the potential for loss and failure, there is no value in the reward. The potential for loss and failure comes with "feeling bad." One gives worth and meaning to the other. Last edited by Sabranic_SilverDeth#2793 on Aug 10, 2025, 4:04:23 PM
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" While fear of loss can influence the reward, exp is rewarding not because you can lose it, it's rewarding because you kill monsters and risk dying to get number higher and gt passive point power up. and if for you it requires current exp system loss then it seems you doesn't get fun from leveling up for the first 60 levels of the game, which is strange to me |
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