If you stand firmly on 1 portal design, here's a middleground suggestion

Give us a way to get our unpicked loot from an inventory like Ritual, after we've died and lost the 1 available portal. Killing mobs would increase our points that we get to spend on looting that screen, so we'd have to make hard choices of which good orb or unique to grab.
Losing good loot, exp and hours invested into a map/citadel is way too punishing with the 1 portal design, but this way we still have a chance to get our good loot, even with the cost.
Last bumped on Jan 6, 2025, 10:24:00 AM
i posted this in another thread the other day, its along the same lines but maybe a bit more appetizing of a middle ground for the devs

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i get that they want to stop people from repeat farming/exploiting good nodes and thats fine but i hate losing the node bonuses and any loot that i havent picked up.

i hope GGG gives us a middle ground something along the lines of us being able to fight our way back through the same map, collect our loot, WITH THE EXCEPTION that the mobs we killed the first time wont drop any more loot or give more xp.
to me, this sounds like a decent compromise for the devs and the players.

the penalty for dying in a map is lost time and lost XP.
with a give & take like this i personally wouldnt mind the xp loss at all.

an added bonus: people can go back and figure out WHY they died.
Last edited by JODYHiGHR0LLER#6171 on Jan 6, 2025, 10:20:58 AM
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i posted this in another thread the other day, its along the same lines but maybe a bit more appetizing of a middle ground for the devs



Thats also an interesting approach, which also ties in well with the campaign respawning mobs. I like it.

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