the XP lose
heres a idea instead of taking most of our xp we gained over days n hours of playing..how about taking the xp we gain in that map or whatever your running n lose what you gained in that..not what we already earned.straight dumb how it is at the current state of the game
Last bumped on Sep 29, 2025, 7:43:17 PM
|
![]() |
It's been like that for as long as I can remember, and never been a problem. XP levelling has actually got much easier, but for some reason, while that has happened there has grown a chorus of people complaining about it. Without a challenge to overcome for dying, the game would become just about stacking offense, and bland. If this is a problem, it means you are dying too often, and your build is too squishy, to overcome the hurdle.
It is far, far easier to level now. Easier mob density, more powerful builds, omen of amelioration, atlas passives, higher level zones, more fragments and extra slots on the device, xp penalties removed from bossing, and so on. Level 100 was reached by second day on both trade and SSF this league, and on 3rd day for SSFHC. Your suggestion might be fine, but there is nothing that needs to be fixed. People just want to not have to worry about dying or giving up some offense for defense, or juice their maps less. It doesn't even become a major penalty until you get up to the high 80's, or really high 90's. It's part of the game, thankfully, because taking all difficulty out of the game, creates less reason to improve the character, which is a very core fundamental of the game. Otherwise it is just loot piñata's. Last edited by Belegur85#5784 on Sep 29, 2025, 7:45:37 PM
|
![]() |