It's 2025, and XP Penalties on Death Still Exist?
" It's not about getting to level 100. It's about the playstyle it pushes players into. It's better to run easy content you know you can clear than try to juice your maps up and die regularly to challenging content. Last edited by Mouser#2899 on Jan 2, 2025, 12:42:47 PM
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For me, the frustration begins to outweigh the satisfaction of player progression around lvl 90. I’m unsure whether this stems from an unfair perception of the XP loss mechanic or simply because progression slows too much, making the endgame feel purposeless.
I genuinely believe that if GGG implemented a resurrection option mechanic (with even greater XP loss for a repeated death), players would feel less like their autonomy is being stripped away. This could make the XP loss, map loss, dignity loss far easier to accept. Last edited by N3vangel#0037 on Jan 2, 2025, 12:43:01 PM
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" It's not poor decision making, though. The game's design clearly shows not every build is meant to efficiently do every piece of content. Some builds WILL naturally be better than others at different things. Achieving lv100 follows a similar pattern. You HAVE to make a very survivable build to reach it, and adjust your character accordingly for it. The EXP penalty also is supposed to incentivize you stepping back and looking at your build, and reflecting that perhaps you have more damage than you need, but your defenses require rebalancing. If there was no EXP penalty, players would just keep throwing themselves at content without any actual thought, until they stumble upon a win by process of repetition. The issue is most people who have a problem with the EXP penalty just want to blast without actually thinking about what they're doing, rather than being critical about their build and play patterns. |
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" Uhh.. it's not up to them what people's tolerances or goals are though. Everything should be accessible in case someone WANTS to slog through to 100, they should be able to. If someone simply doesn't want to stop doing low-tier maps because they want to see how hard T15 maps are without the fear that they are going to lose 2 hours of progress because of it... they should be able to. You're supporting gatekeeping of progress which is absolutely nuts in a "GAME". Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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You’re misusing 'gatekeeping.' The XP penalty isn’t arbitrary—it’s a design choice to reward skill and careful play, not to exclude anyone. Removing it would devalue progression and diminish the challenge that makes reaching 100 meaningful.
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" the penalty... is death |
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Death without consequence is just a reset button—there’s no tension, no stakes, and no reason to play carefully or improve.
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" There is no achievement for hitting 100 in hardcore. Aka the devs themselves have deemed that it's not realistic to not die in chase for level 100. Which is not surprising seeing how there are simply too many random variables to not get oneshot by god knows what in a random map. |
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" but u just died,I'm confused |
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" It's not impractical, it's just disproportionately hard for the amount of power it provides. It's the same case for min-maxing your gear. A 90% ingenuity is around 160 divs but a 95% ingenuity is 320 divs. Does that extra 5% give you 2x character power? Absolutely not. But its there to have a little bit extra progression for people who want to go that extra mile. I think a lot of people complaining about death penalty are actually complaining about the one shot mechanics in the game. If there weren't so many unfair ways the game kills you, then the death penalty shouldn't matter as much. Which I agree with, that the one shots should be removed or much less common. Last edited by stalkingjackal#2441 on Jan 2, 2025, 1:06:00 PM
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