Exp Lost On Death doesn't work in 2025.
Can't agree, xp loss should stay.
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As a lvl 99 player, I think xp loss is idiotic af. At the very most make it so you lose xp on the map you died on.
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Note to self: Play 15 minutes a week from now on so I can complain about losing a week's progress in a map a year from now
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xp loss on death is not an issue at all, especially that there is an omen that alleviates 75% of the loss.
The real problem is the XP curve for solo players. From level 97 to 100 it takes just way too long to level up unless you are in a full party. I don't want to play in full parties, like 99% of the player base. So I guess getting to level 100 is only for those that will play in groups, which is absolutely dumb. Realistically speaking, nobody ever get to 100 unless they play in group and/or play the game 15 hours a day. XP Loss on death is not the issue, the XP curve is. It could be 50% less time consuming from 97 to 100 and it would still be too much. I just accept that 97 is the final level of a char, which is quite sad. |
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The time needed to grind 95 to 100 is not worth 5 passive points. If they made the last 5 levels give 2 passive points each or allowed us to spend worthless gold to bypass the death penalty (you died, pay to get your xp back), then the grind might be justified.
But these devs seem to be living in 1999 where spending two full work weeks grinding 12hrs a day is acceptable for some reason. Then dying ONCE you've lost something like 20 hours of game play time. That's disrespectful. Devs need to get out of the MMO mindset and innovate something new to solve this. |
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If the 5 passive points aren’t worth the grind then why are you so upset about the XP loss? 5 passive points aren’t going to do anything for you build. So just be level 95 and do whatever content you want.
Why is that a bad thing? Let the people that want to grind out 100 do it and you’ll play your game. |
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" Actually it's players who need get out from MMO mindset and stop thinking that max lvl is necessary fro their build. |
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Why have levels at all then lol, just give us all passive points at the start so we can get to farming gear with these bullshit drop rates.
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There are many things that could be done with XP loss to make it better, and still reward players that don't die.
Simplest - no loss, bigger gains: - No XP loss. - More XP needed for higher levels. - Killing high level bosses and rares gives more XP (so if someone dies and't can't finish the maps they don't get the additional XP). Not losing XP but a secret third thing. - No XP loss. - When you die you gain less of XP until you earn X% of the XP needed for the next level (this would be shown on your XP bar as a differen't color) A.This % of level and penalty in amount of XP can't be increased by further deahts. Death after you finish the penalty gives you this penalty again. B. Further deaths while you have the penalty, increase the penalty and/ or the % of the exp bar it aplies to. This increase can happen only three times. After which a maximum percent of the bar (not neccesairly the whole bar) have the highest possible decrease of XP gained. |
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how about..
XP frozen when you enter a map. all xp is saved to xp cache die, map stays open. you can continue to complete the map upon completion a check is made, something like deaths=0 reward xp from the saved cache deaths=>1 no xp reward from the saved xp cache. could also subtract a % from xp pool as a fine/punishment maybe problem with the mods still being present but best of both worlds no? Last edited by tarloch#1873 on Apr 2, 2025, 4:44:31 AM
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