Remove -10% from game
removing death xp penalty will result in mass 100 levels in 1-2 weeks. So GGG would be forced to increase XP required to reach 98-100 lvls to slow players a bit at least.
It would be much worse experience for those who play safe (w/o deaths). Just for the sake of joy of corpserunners. |
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" W/o deaths is the hardcore mentality - nobody wants the hardcore option to go away. Right now, 356 players from a total playerbase of about half a million people have reached level 100 this season. From the first season (now standard league), it was 285 out of 1-1.5 million total players. Best case rate is that less than one tenth of 1% of all players achieve level 100 in the easiest difficulty available to players. What does the ideal number look like to you? Last edited by SpankyKong#9805 on Aug 25, 2025, 3:41:57 PM
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" With every update, despite nerfs, overall players' power grow with new craft options, improved loot and new uniques allowing new improvements to builds. It's v0.3 atm. And at the release there will be enough mechanics and crafts to make at least 2x stronger characters then now, making it much faster to kill monsters and much harder to die, leveling up will be ~10-20 times faster. And it would allo to hit 100 for much broader playerbase due to the curve of skill/time spending - like 100-1000x times more players will hit 100 than in 0.1-0.2. |
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" Well I was asking because you raised your concern about mass level 100. At what point does (the number of players reaching level 100) become a problem in your eyes? What percent of players is just right for every seasonal reset? Last edited by SpankyKong#9805 on Aug 25, 2025, 4:06:21 PM
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" Not changing the topic to the speculative amount of hours needed to reach level 100, but if there was no exp penalty on death, all I would need would be to grind away, and eventually I'll reach level 100. No need to think about defenses or consequences, because the game would not require me to think about balanced builds. It'll replace every feeling of accomplishment for each painful level with one accomplishment: grinded the hours for level 100. That's a hollow feeling man, really hollow. :D edit: people are once again being either trolls or melodramatic, throwing minority and majority claims while they have no substantial numbers, or forgetting other people besides loud exists and are not seen :D Last edited by Celd#2630 on Aug 25, 2025, 4:25:25 PM
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You guys completely ignored my comment and just continued to argue.
I understand now why these topics keep rising. |
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" Truth This is one of those topics I see that in the most. |
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Death penalty must be bigger. 20-25% to encourage people not to build glass cannons and ruin economy and game. Think better while building and you'll be fine.
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" Death penalty must be bigger. I'm talking losing a level on 1 random gem on death. You can only gain that level back by leveling a new gem of the same type from level 1 or unlocking XP gain on that gem after a character level. If the same gem gets randomly chosen 3 times then it is permanently deleted and you're no longer allowed to use that gem on the current character. You would have to level an entirely new character to be able to get access to that gem again. Every 5th death causes one random gear item to be chosen, one random mod line from that item is removed and the item is corrupted to prevent crafting being able to replace that lost mod. If the chosen item was already corrupted then it is permanently deleted. This would include the chance to lose "build defining" mods on uniques. Every 10th death a random gear item is chosen and deleted permanently. Lastly, logging out through the UI or macros is counted as a death. Wouldn't that be the "challenge" all you "XP loss is great and fine" players are clamoring for? Last edited by yummysushipjs#7638 on Aug 25, 2025, 6:40:26 PM
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" They've started addressing this problem by removing the experience penalty from pinnacle bosses in 0.2 " --- A big part of this game is solving the challenges it throws at you. It's not going to be a free ride to the top. Which makes it rewarding to get there. Figuring out how to not die is one of those challenges. If you're dying a lot, then you need to take a step back and figure out what's going wrong. * Do I need to improve my character with better items or more passive points? * Is another build more suitable for the content I'm struggling with? * Am I playing poorly? Can I improve my skills? |
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