A Simple Poll - Exp Loss on Death
+1
|
![]() |
" 1. Why does it need to be hard? 2. You're conflating "difficulty" with time consuming. They are not the same. |
![]() |
What is the point of having an experience loss when you die anyway ?
Like, I want GGG to come out and say why they feel like it is important and essential to the game to have this feature. Because I don't see the goal it's trying to achieve. |
![]() |
nice I just got to lvl 95 today, almost 40% up to 96 with my own build!
i’m so proud of myself :3 |
![]() |
" That's a completely false assumption on your part. Putting several hundred hours into a single character is extra effort, so is crafting a build and finding gear that lets me clear juiced T15 maps. Has nothing to do with effort, it's about taking away hours of experience that I already earned with no way to recover. I've already said many times I would be fine with XP loss if enemy levels actually scaled up so I didn't have to spend half a day regaining my XP. I would also be fine if I could recover XP on corpse, which would still have a risk when running 1 portal. I've only been honest about my opinion, I've clearly stated several times it is the XP that matters. You seem to think your opinion is absolute truth and anyone who disagrees with it is not being honest. For some reason you also feel the need to degregate anyone who doesn't like the XP penalty. You don't have an actual argument so all you can do is make accusations of dishonesty and not putting in effort. Last edited by qQbonmjtAZ#7824 on May 21, 2025, 1:25:45 PM
|
![]() |
" The goals are as follows, pretty evident and no need for any GGG to say so: - Ladder being actually meaningful - Punishing you for not building properly - Deter you from facing content you're not geared for - Omens economy - Races and avoiding exploitation in races - Get you to learn the game instead of expecting to faceroll and deathroll everything |
![]() |
" I'm gonna say this for the 1000th time. Dying at 95 with an omen of amelioration active = One well t15 juiced breach. All for 8ex or a bit of ritual spamming in SSF. you DON'T have to spend half a day regaining your exp if you invest in a little item that costs less than what you get in drops from a T1 map. Why does everyone refuse to talk actual numbers? |
![]() |
" Why do you refuse to listen to anyone who has already addressed using omens? |
![]() |
" "I dont want to use them cause lazy" is not a valid argument for "addressing" omens. |
![]() |
" If it's that evident, it wouldn't be so heavily contested. But if you are so knowledgable in GGGs stead: - Why does it make the ladder anymore meaningful? And why do ALL players have to suffer for the tiny percentage in the ladders? - Dying is already punishment in and of itself. Why add insult to injury? - How is that a deterrent? Does the game give you any indicators on how to know what the content is you're supposed to do (and before the typical copout answer comes rolling around: the GAME, not 3rd party content)? - So for the economy of one item type to work EVERYONE gets disadvantaged? Sounds like a massive design flaw to me... - Once again, everyone has to accept punishment because otherwise a tiny percentage of players might not feel accomplished? - So, how does the game teach you here exactly? This specific "reason" is mentioned so often as if it's self-evident, but it means absolutely nothing. It's a placeholder argument. Just another bunch of assertions presented as self-evident "reasons" that lack any kind of actual substance, and is just another list of regurgitated nonsense. The amount of projections in responses like this is mind-boggling, because everyone would abuse the system the same way you would if death penalties wouldn't be in place, right? At this point the only "self-evident" thing for me is that a vast majority of "death penalty defenders" want the game to protect them from themselves and the way they would abuse the system if the game just would let them, so they made that vice a virtue and pretend there is some deeper meaning to an archaic game design choice... |
![]() |