Running maps for 3 days at 3h a day only gives you 60+ ex if using high rarity, which is only an option with AOE screen clear builds and you still need to walk on eggshells if you aren't heavily invested in es. As a witch hunter, this just doesn't work. I had to ditch most my rarity to bring down the 1 shots
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Posted byPaintMaster#2396on Jan 26, 2025, 2:51:18 PM
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6 portals make sense. XP penalty does not, at least until you get to high tier waystones. Anything above level 85 is grind for prestige - can make it hard as people who go there want it. I'd remove death xp penalty for anyone below lvl 80.
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Posted byMaximumFrost#2108on Jan 26, 2025, 2:53:58 PM
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I'd say - make XP penalty for those who want to reach 100 mark. So everyone at 80-85 level. You can have your pain fest, casual players spend money as well.
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Posted byMaximumFrost#2108on Jan 26, 2025, 3:00:03 PM
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1. Literally 0 reason investing into defense at all or above bare minimum.
2. It doesn't matter if you die or not, you still have more portals anyway.
3. This encourage more and more people play exactly same fastest range builds.
4. This encourage people play builds that clear screens with half of gear being rarity and 0 defenses.
5. It just deletes build diversity, when most of players play same build.
1. Seems kinda hyperbolic, no? You still need defenses. Easing up on the death penalty won't suddenly make them something you can skip.
2. You still lose exp, and if you're in over your head you aren't completing the map at all, you'll fail map mechs, and get piss for loot. In most cases, the map isn't going to be so beyond a player's gear and skill just because of one dumb mistake or bad luck moment or a single rare with cancer mod rolls that start 1-shotting an otherwise tier appropriate EHP.
3. One-attempt maps already promote safe, ranged, bad gear screen nukers just so players don't lose the map. If some people take advantage of more chances to push further than their gear or skill would allow, who cares? Let them. They hurt no one but themselves.
4. Rarity is its own problem and is another reason why meta screen nuker builds that can get away with piss for gear are as popular as they are. I have to work twice as hard if not harder and need that much better mods and tiering on my gear for worse results as a slam warrior. Rarity needs to be addressed badly because of class disparities and clear speed balance, and if one-attempt maps already promote piss for gear meta screen nukers, rarity is just crap icing on the shit cake.
5. Build diversity dies from one-attempt portals. Most players will optimize all the fun out of a game just to be efficient. If you can get more for less effort and risk, why wouldn't you choose that path? I, however, want to play what I like to play, and the game's current state of balance only exacerbates frustration I feel when I encounter that random one shot after a dozen, two dozen maps of relatively few issues, and lose not only the map and waystone but also any loot on the ground and the mechanics the map had, on top of exp and time.
The single biggest reason why one-attempt maps need to go the way of the dodo is it can create a negative feedback loop. If you're in a map sustain drought, just ONE lost map can mean you're running tier 10s and 11s when you regularly and consistently run T15. This is just another slap in the face to everything else you lose as a player to one measly death. We signed up for softcore for a reason. Other major reasons to give us six attempts and remove map respawn in campaign is that we lose the mechanics if we didn't attempt them yet, we lose the loot on the ground, and the game's damage calculations are so broken that in the same map you can fight two of the same exact rare mob where one can one shot you and the other doesn't even tickle; the random spikes kill me far more than anything else
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Posted byCPTBRUMBL3Z#3146on Jan 26, 2025, 3:18:04 PM
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1. Seems kinda hyperbolic, no? You still need defenses. Easing up on the death penalty won't suddenly make them something you can skip.
2. You still lose exp, and if you're in over your head you aren't completing the map at all, you'll fail map mechs, and get piss for loot. In most cases, the map isn't going to be so beyond a player's gear and skill just because of one dumb mistake or bad luck moment or a single rare with cancer mod rolls that start 1-shotting an otherwise tier appropriate EHP.
3. One-attempt maps already promote safe, ranged, bad gear screen nukers just so players don't lose the map. If some people take advantage of more chances to push further than their gear or skill would allow, who cares? Let them. They hurt no one but themselves.
4. Rarity is its own problem and is another reason why meta screen nuker builds that can get away with piss for gear are as popular as they are. I have to work twice as hard if not harder and need that much better mods and tiering on my gear for worse results as a slam warrior. Rarity needs to be addressed badly because of class disparities and clear speed balance, and if one-attempt maps already promote piss for gear meta screen nukers, rarity is just crap icing on the shit cake.
5. Build diversity dies from one-attempt portals. Most players will optimize all the fun out of a game just to be efficient. If you can get more for less effort and risk, why wouldn't you choose that path? I, however, want to play what I like to play, and the game's current state of balance only exacerbates frustration I feel when I encounter that random one shot after a dozen, two dozen maps of relatively few issues, and lose not only the map and waystone but also any loot on the ground and the mechanics the map had, on top of exp and time.
The single biggest reason why one-attempt maps need to go the way of the dodo is it can create a negative feedback loop. If you're in a map sustain drought, just ONE lost map can mean you're running tier 10s and 11s when you regularly and consistently run T15. This is just another slap in the face to everything else you lose as a player to one measly death. We signed up for softcore for a reason. Other major reasons to give us six attempts and remove map respawn in campaign is that we lose the mechanics if we didn't attempt them yet, we lose the loot on the ground, and the game's damage calculations are so broken that in the same map you can fight two of the same exact rare mob where one can one shot you and the other doesn't even tickle; the random spikes kill me far more than anything else
More fallacies.
-Death penalties only affect people that die too much (you)
-Death penalties are only annoying for people being annoyed by simple game designs that stop them from showing off a non-deserved progress they could have obtained bashing their head on a wall long enough (you again)
-Death penalties are only an issue for people thinking they are better than they really are while being all equally punished accordingly by a machine doing simple maths (you still)
-Death penalties aren't an issue for people enjoying playing a challenging game.
-Death penalties aren't an issue for people accepting their own mistakes and willing to improve themselves.
-Death penalties aren't an issue for people accepting reality ; accepting this game as it is, or moving on.
Last edited by dwqrf#0717 on Jan 26, 2025, 3:32:42 PM
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Posted bydwqrf#0717on Jan 26, 2025, 3:31:48 PM
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1. Seems kinda hyperbolic, no? You still need defenses. Easing up on the death penalty won't suddenly make them something you can skip.
2. You still lose exp, and if you're in over your head you aren't completing the map at all, you'll fail map mechs, and get piss for loot. In most cases, the map isn't going to be so beyond a player's gear and skill just because of one dumb mistake or bad luck moment or a single rare with cancer mod rolls that start 1-shotting an otherwise tier appropriate EHP.
3. One-attempt maps already promote safe, ranged, bad gear screen nukers just so players don't lose the map. If some people take advantage of more chances to push further than their gear or skill would allow, who cares? Let them. They hurt no one but themselves.
4. Rarity is its own problem and is another reason why meta screen nuker builds that can get away with piss for gear are as popular as they are. I have to work twice as hard if not harder and need that much better mods and tiering on my gear for worse results as a slam warrior. Rarity needs to be addressed badly because of class disparities and clear speed balance, and if one-attempt maps already promote piss for gear meta screen nukers, rarity is just crap icing on the shit cake.
5. Build diversity dies from one-attempt portals. Most players will optimize all the fun out of a game just to be efficient. If you can get more for less effort and risk, why wouldn't you choose that path? I, however, want to play what I like to play, and the game's current state of balance only exacerbates frustration I feel when I encounter that random one shot after a dozen, two dozen maps of relatively few issues, and lose not only the map and waystone but also any loot on the ground and the mechanics the map had, on top of exp and time.
The single biggest reason why one-attempt maps need to go the way of the dodo is it can create a negative feedback loop. If you're in a map sustain drought, just ONE lost map can mean you're running tier 10s and 11s when you regularly and consistently run T15. This is just another slap in the face to everything else you lose as a player to one measly death. We signed up for softcore for a reason. Other major reasons to give us six attempts and remove map respawn in campaign is that we lose the mechanics if we didn't attempt them yet, we lose the loot on the ground, and the game's damage calculations are so broken that in the same map you can fight two of the same exact rare mob where one can one shot you and the other doesn't even tickle; the random spikes kill me far more than anything else
More fallacies.
-Death penalties only affect people that die too much (you)
-Death penalties are only annoying for people being annoyed by simple game designs that stop them from showing off a non-deserved progress they could have obtained bashing their head on a wall long enough (you again)
-Death penalties are only an issue for people thinking they are better than they really are while being all equally punished accordingly by a machine doing simple maths (you still)
-Death penalties aren't an issue for people enjoying playing a challenging game.
-Death penalties aren't an issue for people accepting their own mistakes and willing to improve themselves.
-Death penalties aren't an issue for people accepting reality ; accepting this game as it is, or moving on.
i see your name popping up in alot of these post and you dont seem to want to accept the reality that mmo cant cater to hardcore andies because it kills the growth of the game due to skill requirements. u may not like that but its the truth and thats why there r many games that arent massively online that u can customize to make harder to your hearts content. feel however you wantg about it that wont change the market and if u push the devs to be unwavering in their "vision" and push anyone out that just wants to have fun then its not the mechanics, the devs, or skill floor/ceiling that kills the game its you and when the market shifts to cater to its customers and your left with nothing to satisfy your tastes think about this comment and know you only have yourself to blame
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1. Literally 0 reason investing into defense at all or above bare minimum.
2. It doesn't matter if you die or not, you still have more portals anyway.
3. This encourage more and more people play exactly same fastest range builds.
4. This encourage people play builds that clear screens with half of gear being rarity and 0 defenses.
5. It just deletes build diversity, when most of players play same build.
1. Seems kinda hyperbolic, no? You still need defenses. Easing up on the death penalty won't suddenly make them something you can skip.
2. You still lose exp, and if you're in over your head you aren't completing the map at all, you'll fail map mechs, and get piss for loot. In most cases, the map isn't going to be so beyond a player's gear and skill just because of one dumb mistake or bad luck moment or a single rare with cancer mod rolls that start 1-shotting an otherwise tier appropriate EHP.
3. One-attempt maps already promote safe, ranged, bad gear screen nukers just so players don't lose the map. If some people take advantage of more chances to push further than their gear or skill would allow, who cares? Let them. They hurt no one but themselves.
4. Rarity is its own problem and is another reason why meta screen nuker builds that can get away with piss for gear are as popular as they are. I have to work twice as hard if not harder and need that much better mods and tiering on my gear for worse results as a slam warrior. Rarity needs to be addressed badly because of class disparities and clear speed balance, and if one-attempt maps already promote piss for gear meta screen nukers, rarity is just crap icing on the shit cake.
5. Build diversity dies from one-attempt portals. Most players will optimize all the fun out of a game just to be efficient. If you can get more for less effort and risk, why wouldn't you choose that path? I, however, want to play what I like to play, and the game's current state of balance only exacerbates frustration I feel when I encounter that random one shot after a dozen, two dozen maps of relatively few issues, and lose not only the map and waystone but also any loot on the ground and the mechanics the map had, on top of exp and time.
The single biggest reason why one-attempt maps need to go the way of the dodo is it can create a negative feedback loop. If you're in a map sustain drought, just ONE lost map can mean you're running tier 10s and 11s when you regularly and consistently run T15. This is just another slap in the face to everything else you lose as a player to one measly death. We signed up for softcore for a reason. Other major reasons to give us six attempts and remove map respawn in campaign is that we lose the mechanics if we didn't attempt them yet, we lose the loot on the ground, and the game's damage calculations are so broken that in the same map you can fight two of the same exact rare mob where one can one shot you and the other doesn't even tickle; the random spikes kill me far more than anything else
1. You have to understand that a lot of people that complain about deaths not even realize that normal resist cap is 75%, many run without having even that, its not defense, its baseline, bare minimum.
2. You not lose exp if there's no exp penalty, don't get this take.
3. One portals maps promote investment into defense, i invested into defense above bare minimum, dying in maps extremely rarely, no matter what you supposed to die at some point, no amount of investment should make you literally immortal. But if your entire tree is damage, prepare to die and not cry. Watching at monitor while playing is also big part of survivability in maps.
4. Rarity bad.
5. Range build - faster clear and more risk since mostly people not invest into defense, melee build or any build that invest more into defense - slower clear and less risk, simple as that. Removing 1 portal makes playing slower build with more defenses just pointless, when you can blast maps on most meta cancer build and probably never die 6 times in single map.
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Posted byPaintMaster#2396on Jan 26, 2025, 4:14:32 PM
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1 death maps need to go.
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Posted byBDye#3578on Jan 26, 2025, 4:34:41 PM
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Your entire premise is false because not investing in any defense means you will never complete the maps anyways.
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Posted bymaquino85#7657on Jan 26, 2025, 4:39:37 PM
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