Exp loss on death topics are getting out of hand.

Oh no, people want their voices to be heard. People are aware what they want from the game. Wow.
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Isn't that the dev's perspective, though, that players would consider 100 to be done, so the penalty is designed to lengthen the process?

I mean, I don't know that of course, but why else have the penalty? The core game loop for an ARPG is power creep - you bash things, you get shinies, sometimes they'll be an upgrade for you, and round and round you go until you can beat the most difficult content in the game easily with the rarest, most OP stuff you can find. You want levels for all of your skills - but is max level an achievement in that model really? It seems to be in this one.

I got to 90 on my witch today and am not intending to aim for 100 but just to take more risks with the existing content. But in principle, I am against taking something away from the player (exp) that was earned fairly prior to the content they died in. Its purpose seems to exist merely to lengthen what is already a longer and longer exp curve.


I would assume it is the developer perspective, even still, if you can reach 100 with gear that in no way let's you be able to clear the end game bosses and actually survive just because you stay there grinding and dying with bad gear one could say you shouldnt considered yourself "finished" at reaching 100 anyway.

Reaching 100 requires you to be able to get gear to actually survive the content. Getting there in low tier gear that you die with every other map in no way constitutes "finishing" the game. So reaching the max level with bad gear because there's no exp penalty seems the opposite of what would make sense for 100 being the "end" of the game. Getting to 100 would require you to be at a point you can successfully clear the most difficult content and bosses so that would be fully juiced t16 and all bosses at difficulty +4, and if you are strong enough to do that believe me you aren't on here complaining about exp loss.


My gear is decent but not fantastic, I suspect like most players, really. It could definitely use some improvements. So I play more cautiously, with fewer waystone affixes, and tend to leave breach maps until I've levelled so it doesn't cost me as much to fail, although they are more manageable now with fewer spawns. So as I've shown to myself at least that I can still level by playing that way, but it disincentivises me to take risks.

Could that strategy take me to 100? I don't know. I probably won't aim for 100, but take more risks now I'm 90.

Dying and having to redo content without any tower buffs and a new waystone is its own penalty. I'm still of the opinion that I don't mind losing exp, the waystone and the tower modifiers as long as it is only the map exp that is being removed from the player. I don't see the logic in taking away the exp from previous content that the player has cleared successfully.
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Dying and having to redo content without any tower buffs and a new waystone is its own penalty. I'm still of the opinion that I don't mind losing exp, the waystone and the tower modifiers as long as it is only the map exp that is being removed from the player. I don't see the logic in taking away the exp from previous content that the player has cleared successfully.


wow this thread is huge!

i think the exp loss is just too much vs the rewards for mapping right now. the most rewarding thing about the game was combat. being faced with a boss that forces you to adjust one aspect of your build. facing mobs the present their own unique challenges. end game removes all of that reward and forces players to change their whole character, as opposed to one or two things, and play in a completely different way than the entire game before it. without the rewarding combat, the exp loss feels TERRIBLE, most especially for people who are not engaged in trading, it seems.

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