Exp Loss and Portals
+1 for Remove xp loss on death.
Just feels like it encourages the "zoom zoom 1-shot" playstyle even more, so that's a Big Fat Nah. Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
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I like 1 portal and experience loss on death.
The reason for that is, that i like roguelikes and hardcore games. Experience loss and only 1 portal are pretty much a reason for me to treat every map as a mini-roguelike that i want to do without dying. Hardcore is too much of a waste of time for me and i dont consider it fun starting a new character after dying to a pinnacle boss on a character with 50+ hours investment. It also leads to playing safe all the time and never taking real risks the further i go and for example overcoming a difficult boss with a weak build by good gameplay. I would not try that in hardcore if i loose 50+ hours of progress. That leads to another thing that ggg stated they want to adress (with multiple respawns, which is good but not optimal it think). I need to have a chance to learn lategame bossmechanics. If the best way to encounter a boss is, to google it and look up explanation on its mechanics on youtube, its failed design in my eyes. Other good games (mmorgps for example) usually introduce different mechanics while you play a dungeon and then the boss throws all of them at you. This way you know what youre supposed to do. One example is Zarokh the temporal in the trial of the sekhema and his "catch the balls phase." When you are supposed to dodge groundeffects and stuff like that, this was not intuitive. Maybe make the "death crystals" in the escape trial look exactly like the orbs in the bossfight. This way it is clear for the player what he has to do. Exp loss is also good to differentiate good builds from bad ones. The only problem is see with that is that you dont take risks when youre at 50% or more exp in the lategame. Difficult encounter need to be worth the exp penalty risk and that is most of the time not the case. I would not solve that by removing the exp penalty but by increasing exp gain for difficult bosses. |
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Im fine with losing the map but XP loss is the only thing i want removed when it comes to death penalties or at least make the 10% loss proportional to current xp. I'm lvl 93 and ran dozens of maps to get some type of XP bar going, then i died and completely wiped out all those hours of progress. Getting set back like that totally killed my desire to keep playing, had to log off for the night after that.
Another side effect of this is it prevents alot of people like me from trying out harder content when i have alot of xp in case of dying over and over to a boss, so im forced to just grind when i dont have to til i level which can take hours or days before doing content i really want to do. Last edited by fmlannes#1407 on Jan 17, 2025, 11:05:57 AM
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Xp loss is fine but 1 portal just feels bad. Both effect together = l just play d2r and last epoch
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XP loss is awful and a lazy design.
Because you lose XP you already have earned. Adding this to the one portal is even lazier. "War's over, soldier. You just don't know it yet. Everybody lost."
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I don't care about the XP loss. And I die a lot(lvl 92). I do care about the one portal thing. Would love to see it removed. I think the idea was to have players decide to either play it safe or to play risky. But it doesn't accomplish that goal as one-shots and other BS still exist in "safe" play. Also, safe play kinda guarantees zero reward as opposed to the .01% chance reward for risky play.
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I know that making yet another post about this simply doesn’t make sense either, because it’s clear they don’t care and couldn’t care less about it. Just like in their most recent interview, they even said some things about it – similar to the ascension changes, where they’re unsure and divided on whether to proceed or not.
Why does it make sense to have only one portal to try a map? This simply discourages players from trying to progress. On top of that, sometimes you get a logbook, start clearing mobs, and die with a ton of loot on the ground, only to lose everything. The experience loss makes even less sense. You already earned that experience, so why lose it? If they took so much inspiration from Souls-like games, they should at least implement a mechanic where we could recover that experience, just like in Souls games where we can retrieve our runes, souls, blood echoes, etc. What they’re doing simply doesn’t make any sense, seriously... It’s a completely outdated and terrible mechanic, that’s the truth. To me, people who are against these changes only argue from a place of ego, wanting to sell the idea of “I’m better,” “skill issue,” and things like that. | |
+1 Remove xp loss on death.
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" lol yea as a F&%*k u to the community for making them change it they could pull some petty move like this haha. Last edited by fmlannes#1407 on Jan 17, 2025, 5:27:36 PM
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+1
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