A Simple Poll - Exp Loss on Death

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qQbonmjtAZ#7824 เขียน:
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cid951#3156 เขียน:
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Macabri#7452 เขียน:
+1

just today was another day where it would have been nice. I am trying to progress in SSF but need to stick to lower tier maps due to lack of equipment and died which erased about 15 base maps worth of Exp progress in a single death.


Right, but what would you do after that? Are you going to make a significant enough upgrade that you can viably run higher tier maps? Is it now 300+ maps for +20% crit? Or another 150 at the next level?

The Exp loss debate is basically just a sub for a feeling of stalled progress. If you're consistently improving gear, you have another metric. If you're consistently running new content, you have another metric. But you aren't, so the EXP loss becomes the focus. Rethink craft. Rethink Atlas progression. etc etc. Exp loss is a distraction.


Your logic is flawed. The only viable solution to improving gear is farming divs since crafting is a slot machine. A large percentage of players actually want meaningful crafting, but since it doesn't exist, we resort to aiming for the last 8-10 skill points for a little more boost, especially playing a class like Merc that has a poor skill tree and weapon. The slog and stolen time reaching for that goal just turns into frustration. Trying to sell gear on the market and get divs is also a lost cause unless you have really good gear and are always online.

I gave up. I have better odds playing scratch tickets than spending exalts for good gear. Evasion and armor only get you so far, which means late endgame classes on the left side of the tree are forced to get es or glass cannon. Getting swarmed by mobs with high movement speed is also no fun, it's a lazy way to artificially pump difficulty into an ARPG.

This game needs a serious change but it's been moving in the wrong direction since 0.1 and it sure looks like GGG has no freaking clue


Um. Your post is literally saying what I said, not sure why you think the logic is flawed. I agree it's more of an issue for the left of the tree, but it's still just a papering over a crack at best. The game needs smooth progression mechanics. That means crafting, it means skill-tree redesign, it means balancing defences. It means a variety of meaningful mid endgame mechanics. It means rethinking the interaction with trade. Removing xp loss isn't going to do that.

To be clear I don't think it's really adding anything to the game either. I mean if it's a race, just stick it on at 95+. Or have a push cap of 105. And there are certainly meaningful things I could do with the last 10 or so points. But it is mostly just a distraction. We get endless talk about it, but removing it won't fix the issues people are having.

Oh, and not more crafting btw. For some reason this always seems to the solution; 'well, we'll just introduce a new mechanic'. Rethink it from the ground up. Design a good core that can be built on.
แก้ไขล่าสุดโดย cid951#3156 เมื่อ 12 มิ.ย. 2025 02:36:07
Just type +1 if you want it deleted/made optional in the settings. They can even make it so characters with exp loss turned off don't show up on ladder at all, I really don't care. No need for arguing or discussions, we all know why we want it to change and its been explained a million times now.

agree
+1

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