XP loss on death, why?

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DGTLDaemon wrote:
The game is just too randomly rippy. A combination of dangerous map mods with evil rare mobs coming out of nowhere can kill any build with any amount of EHP.



then how am I managing to chain a wide variety of alched red maps for 40+ hours a week non stop for a month on a huge range endgame characters without dying at all?


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DGTLDaemon wrote:
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Snorkle_uk wrote:

well why dont you just make builds that dont die if you care about it that much?

Last league I ran an RF Juggernaut with 11k life and a ton of layered defences, and even for that uber-tanky build, the only relatively "safe" high-level zone was Beachheads.



I looked at that character, it doesnt have a ton of layered defenses, it basically has life, +max fire res and endurance charges. Thats hardly tons of layered defences, thats hardly any defences at all, its just running on hp with hardly any mitigation, no sustain because the only recovery it has is regen that is eaten by RF. Imo that is not a tanky build.

No dodge, no block worth talking about, no armour worth talking about, no evasion, no leech, its just a sitting duck on a build that has to get into semi melee range and just stand there to do damage. Its ehp is probably about 1/4 of a build with serious layered defences.

I run around on standard with an 11k life crit sunder staff jugger, and that has essentially more defence + its a full on semi ranged crit build with leech to sustain itself and even that thing is not really tanky at all, thats no defence. It survives on leech and killing before being killed at range, neither of which an rf char has. I have 7k life melee chars that shit all over it for survivability, I have archers that feel safer than that build in maps.

you still managed to make it to 98 on that build, so despite all that it was obviously tanky enough right? Dont get me wrong here, Im not knocking that rf build, it looks great and the gear you have on it is amazing, Im just saying that in the world of tanky layered characters thats not really a player, and thats fine, it doesnt need to be, you got to lvl98 with it thats gg. Im just saying dont presume 11k life = tanky, without defences mobs can chew through 11k life in no time. 11k life with no evasion, against about 70% of the mobs in this game, is about as tanky as 5.5k life with 16k evasion, and 5.5k life with 16k evasion is a deathtrap, its a walking accident waiting to happen.
Lol you have a 97 Jugg and an 85 on Abyss League, nothing you say can even be taken seriously. There's much squisher classes that deal with more.

Plus there's maps where bosses aren't in an "arena" and can gib you while pulling. Anyone who says there's no "gib" mechanics is straight lying.

If anything, bosses in the main zone, with +damage mods, chain skills, and + elemental damage, and extra boss proves you wrong. And this happens regularly with other mods like -max ele res and vulnerability.

There's nothing to "avoid" 1 shot in this map mods other than not run the map, and when you create your own maps and are trying to push currency when poor, you simply cannot afford to not run your own maps.

So invent false information more please. I don't have an issue with exp loss other than I think it needs toned down, but I do have an issue when people come in here and straight push lies like numerous people have about "avoiding" things that are unavoidable, get a clue. Not everyone buys currency from websites to have easymode gaming.

Many people travel the tiers legit and experience all of the gear gaps and bottlenecks in currency vs maps. Also even non boss mob deaths are unavoidable when trying to run you own maps with ridiculous caster mobs with chaining skills and -max all res. Even with a proper build with maxed res.

It doesn't take but a second on some of these maps to get gibbed, and with gobs of these mobs spamming 3 chained elemental skills with added elemental damage with lower -max res from max range, especially in spots you must clear to get through the zone bottleneck, and you're telling me death is always avoidable, or there's no RNG deaths? LOL!

I wonder if any of the people in here saying this even play the game, or have used their bots to get to where they are? Or just straight bought your currency from chinese websites and never went through actual gear progression, and bought max gear at level 80 off the poetrade? Because obviously you have no experience. Either you're mongos or you are just simply trolling with false information.

Plus levels themselves ARE progression. Try safe running T16 as a level 85 vs a 95 and tell me how it goes. This is why it's the issue. Because the lower level you are, the more life you lose, and you cannot safe run higher maps, since you're getting massive chunks of life per level if you're pumping into %max life passives.

The biggest way to progress to SAFE ZONES of being able to run high tier maps without deaths, is levels themselves after you get decent gear. Because you will usually be sticking with the same +life gear until you can afford huge expensive upgrades. So the only way your survivability will go up will be getting higher max life from levels, after you achieve max resists, and best spec etc.

100k - 150k damage is a minor upgrade regardless as far as safety is concerned, when you can already 2 shot mobs anyways. Life is the surviability bottleneck, and this is gotten from gear, that scales higher and higher the more levels you get with +life mods from your passive tree.

10 pieces of gear with +75 life. Or 10 levels with %life scaling is much more than gear can provide. I took a 15% life node, and went up over 350 life in 1 single level. This is more than multiple gear upgrades can provide in survivability when I have +75 or more life on all gear I can get it. All gotten in a single level..and this is what I think people who argue against this fail to realize.
Last edited by ThePesmergia#0889 on Jan 2, 2018, 9:39:50 AM
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Snorkle_uk wrote:
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DGTLDaemon wrote:
The game is just too randomly rippy. A combination of dangerous map mods with evil rare mobs coming out of nowhere can kill any build with any amount of EHP.



then how am I managing to chain a wide variety of alched red maps for 40+ hours a week non stop for a month on a huge range endgame characters without dying at all?


Well for one thing, you're playing standard, where GG gear is easy to come by. Your abyss league character is level 89 and probably hasn't even played 8 hours of red maps yet.
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ThePesmergia wrote:
....


congratulations on one of the most stupid posts Ive ever read. Where to even begin responding to that? Is it even worth responding at all?

"Try running a t16 map at lvl85" "ppl just use bots" "ppl buy currency to amke the game easy"... lol mate. I suggest you stop talking and start reading, learn a thing or 2.
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codetaku wrote:
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Snorkle_uk wrote:
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DGTLDaemon wrote:
The game is just too randomly rippy. A combination of dangerous map mods with evil rare mobs coming out of nowhere can kill any build with any amount of EHP.



then how am I managing to chain a wide variety of alched red maps for 40+ hours a week non stop for a month on a huge range endgame characters without dying at all?


Well for one thing, you're playing standard, where GG gear is easy to come by. Your abyss league character is level 89 and probably hasn't even played 8 hours of red maps yet.



I played abyss for about 5 days, got some sygian belts and stopped playing. Not rly feeling it, bored. At that point 5 days in I could have bought a gear set that could have rivalled the sort of things Im using in standard right now. I played harbinger for 4 weeks and quit with about 250 exalts worth of currency in my stash, and my character was wearing self found junk. I could have bought anything I wanted, made any sort of character. Its irrelevant, league is irrelevant, its how you build a character, its the type of gear and passives you chose that make you tanky or not. 95% of the gear I use in standard I bought in temp leagues or self found.

lvl85 characters in rags should die in the top level of maps, they have no place being there.







these belts are better than the belts I use in standard, theyre in abyss league. When they move back to standard and I use them there, does that mean my opinion wont count because Im using them in standard, but if I was to use them now in abyss my opinion would count?


Heres the deal, Ive got way more experience playing this game and using a wide variety of defences than most people. I know what Im talking about, Ive played self found hardcore temp league, Ive played mirrored gear standard, I know what gear you can find, I know what gear you can buy, I know how that gear works. Its the same game in every league, 50% block is 50% block in hc, sc, temp, racing, perm, if you want to keep your head in the sand and pretend what I say isnt true then go ahead, find any reason you want to discount what Im saying. If you want to actually to hear some facts on the ground about the conversation in hand then you could do a lot worse than listening the things I post vs "omg but ppl just bot and buy currency so they play ez game omg" type idiocy.
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Snorkle_uk wrote:

you still managed to make it to 98 on that build, so despite all that it was obviously tanky enough right? Dont get me wrong here, Im not knocking that rf build, it looks great and the gear you have on it is amazing, Im just saying that in the world of tanky layered characters thats not really a player, and thats fine, it doesnt need to be, you got to lvl98 with it thats gg. Im just saying dont presume 11k life = tanky, without defences mobs can chew through 11k life in no time. 11k life with no evasion, against about 70% of the mobs in this game, is about as tanky as 5.5k life with 16k evasion, and 5.5k life with 16k evasion is a deathtrap, its a walking accident waiting to happen.

11k life + permanent Fortify with Jug bonus + 7 permanent endurance charges with Jug bonus + decent, although not spectacular armor. It felt pretty tanky even in Shaper fights, leaving me enough room for small errors. Hell, I could reliably do all guardians deathless with it provided the map had no damage/crit mods. And yet I got randomly killed every once in a while when running T14-T15 maps, leaving me with my jaw hanging and going "WAT?". The only reason I got to 98 was beachheads, as they provided a consistent, predictable leveling environment. But sadly, beachheads are gone now, and unlikely to ever return.

And I do know the difference between EHP with defences and without ;) This league I'm playing a totem build with 8k EHP and no defences whatsoever, and it's not even half as tanky as my 11k Jug from Harbinger.

But anyway, I'm not trying to prove that my build was tankier than someone else's, or anything like that. What I mean is that it was by no means a glass cannon, but it still had trouble with random rips in high-tier maps unless the map was a beachhead.
Fuck master rotas. Fuck any kind of rotas, for that matter.
Last edited by DGTLDaemon#6150 on Jan 2, 2018, 12:16:47 PM
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DGTLDaemon wrote:

Last league I ran an RF Juggernaut with 11k life and a ton of layered defences, and even for that uber-tanky build, the only relatively "safe" high-level zone was Beachheads. The game is just too randomly rippy. A combination of dangerous map mods with evil rare mobs coming out of nowhere can kill any build with any amount of EHP. I'm not saying it's bad game design, it is a feature of the game, but these random rips combined with XP penalty on death make it prohibitive to level in high-tier content.

.


You are absolutely and beyond hope bad at this game but sure blame it on the game itself. I got my Juggernaut to 100 before hp buff using Cospri's Will with something like 5.4k hp in Essence, without any beachhead shit that nullified lvl 100 prestige in Harbinger. My only deaths were me doing dumb shit like running into pre nerf Herald pack or running into powerful crits/extra accuracy/extra damage titties unflasked. I am glad GGG removed beachheads from the game so people like you will be forever stuck at 98.

Dying in Beachheads if your goal is pushing to 100 is completely inexcusable, place was a snoozefest or god forbid dying on RF characters especially juggernauts or guardians, you just cant be one shot on those, ever. In Abyss highest random hit i took was around 8k from Abyss spawn and i dont run crazy armor character.
Last edited by IMBrewmaster#0051 on Jan 2, 2018, 12:47:42 PM
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IMBrewmaster wrote:
I got my Juggernaut to 100 before hp buff using Cospri's Will with something like 5.4k hp in Essence, without any beachhead shit that nullified lvl 100 prestige in Harbinger.

And how did you get there, may I ask? Were you running the Guardians? The Shaper? At least some T14-T15 maps with random mods? Or were you farming Shaped Strands until your eyes would bleed, just like everybody else? Because if the latter was the case, then it only proves my point :)
Fuck master rotas. Fuck any kind of rotas, for that matter.
XP loss is not the problem, people's expectations of what they can achieve with their time are.

If you play 2-3 hours per evening a couple of evenings a week you will most likely never reach level 100 with or without the XP penalty on death. If you play 24/7 but so slowly that a death at level 90 costs you many hours to get back to where you were then the same applies.

Personally I find dying a losing XP just makes me more determined to reach my target level than less determined.
Yeah I'm not sure why this post is even a thing.

Why play if there is zero risk?

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