Dear Chris, thanks for that almost killing joke! :)
" There should at least be better "granulation" regarding the death penalty - like having a death remove all the EXP gained for the latest content ran, instead of the one that annuls the last 50 T16 maps (you need at least that many to get 10% at level 99 towards 100), why not interlink the death penalty to the encounters and the number of tries of said encounter? Trying to progress and dying in a map/"Uber Labyrinth" should at least remove the entire EXP gained for that content, yet not necessarily more than THAT. It will still keep bad players stuck, and worse players toned down to the content they are capable of running, but it wouldn't auto-default to a "nut kick" every time an unfair death happens. And that is also due to TencentGGG artificially adding EXP gain penalties, instead of proper difficult enemies and situations - they choose the easy way out with a temporary incomplete solution which got upgraded to a de facto permanent one... So yes, as long as they keep increasing both the power creep and the one shotting on both sides, at least a moderately difficult way to recover a large part of the lost EXP can be an important addition, if they can't be bothered to address a better scaling of EXP death penalty/EXP gain and/or proper danger/reward ratios of content regarding EXP at least... PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"... Good to know "free speech" doesn't apply in any form or manner on the forums these days... Last edited by sofocle10000#6408 on Nov 23, 2019, 1:10:28 PM
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" it's been in one of the jonathan panel interviews on exilecon. age and treachery will triumph over youth and skill!
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