Loss of additional/all Map content on death and its inconsistencies
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There's many weird interactions with the bosses and player deaths for maps. I understand certain balance choices were made to adjust for the amount of multiple lives available per map in 0.3, but the way we lose content within the map on death is really inconsistent and just feels bad.
Example 1: Nothing is a miss 1: We can die anywhere in the map, as long as we haven't entered the boss "room" or wandered too close to the boss/checkpoint when there isn't a room, and still retain all of our maps additional content. We can use all available revives and play normally. Example 2: All additional map content is lost. i.e. Delirium instillments on waystones, precursor tablet modifiers, etc. 2: When we die after engaging the boss, or after wandering to close to it/it's checkpoint, we lose all content. For some reason, being anywhere close to the boss makes the player lose all content on death and creates this really lame pattern of having to avoid the boss "just in case" something happens. Instead of it being a natural progression through the map, and completing things in the order we see fit. Regardless of how many revives we have left available. I hope GGG can see this issue and address it. The inconsistency just feels bad and doesn't make a lot of sense. It turns the final map boss into a gamble of losing all content in a map where I'm supposed to have 2-6 revives. Having to think about this in every map as of 0.3.1 isn't all that fun. Last bumped on Oct 14, 2025, 2:55:05 PM
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