Experience Penalty on Death Change Suggestion
" Yeah but OPs suggestion will never be considered. GGG is more likely to increase the death penalty than decrease it. If you look at all the things GGG has changed with exp, all they've done is decrease exp gain and increase exp required. |
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" yes well - that's fair and all, and that's ok. But then i wish they'd at least rebalance certain monster packs and work on increasing client/server stability. ...but yeah. point taken... |
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A possible fix would be to lower the XP penalty against harder boss like uber elder, sirus, maiven and keep the -10% per death for mapping BUT each completed map lower it by 1% to a maximum of -3%.
In short, lower penalty for sirus and if you die after 7 completed maps, your XP loss is only 3% and not 10%. |
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" interesting. creative. but in the end, the first step to be taken would be to get GGG's attention on this issue as well as their willingness to change it at all in the first place.. however minor the adjustment |
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As a casual after 3 years i cant pass 96 lvl :)
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The OP is kinda right .... the death penalty start to be a bit unfair past lvl 92-93.
What I mean is that at this point , xp to get to next level grows exponentially so do the death penalty as it is a %based on your total xp needed for next level. That mean that you get punished harder as you die when you level up while the amount of xp you get per hour stay the same. and that is totally unfair. 1) I think reducing the death penatly by 0.5-8% every level past 92 would be a small incrementall change OR 2) Base the death penatly on your previous level xp and not current xp needed (I mean sounds more logical to be punished based on something you acquired not something you are acuiring :) ) After all these year speaking about death pentaly, that would be the small incremental change I would apply to see first :) |
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" My exact feeling. I think people know HOW to avoid XP lost, Play soft contents with good xp. But this is not fun, & I play game for fun. Most gamers do not want to play the same pussified map for hours or days on end to hit the next level breakpoint. Gamers that like that,m there is hardcore already for them. There must be balance between encouraging players to taking on challenging or hard content while leveling (especially the tail end i.e 90%+ to next level) & making death meaningful that you want to aviod. |
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" but this is just the issue.. as described in 101 different places in this thread.. what you're saying, assumes that players never die from anything except their own sloppiness and super juiced maps/hard bosses.. now, if you read more carefully, what people are complaining about, is that the above accounts for only a small portion of their deaths.. that even if they run vanilla maps, they still occasionally get randomly one-shot (despite solidly built characters) and even if they don't, sooner or later they'll die due to client/server instability.. |
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The solution can be seen... in a game I will not name. They introduced that because you cannot forsee all possible monster mods and the same game has Hardcore play.
Mak a gem... Call it second chance and what it does is as follows: If you receive hit that would reduce your HP below 0, reduce it to 1% instead. You gain imunity to damage for 1 second. Cooldown 120 seconds (Can be 10 min for what I care) This way you still have death penalty for those rush guys and you have safty net for HC players or ppl who don't like to loose XP. It is up to you to use it or not if you have gem slots to spare... if you like death penalty, just don't use the gem... Problem solved |
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" Uhm... not sure how long you've been around, but getting to level 90+ used to be a lot harder than it is now. You can gain XP a lot faster these days, especially at higher levels, because higher level content is available. Remember those light gray maps that we used to have? I think the highest monster level was 76 or 78 or so. Remove Horticrafting station storage limit.
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