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Please consider reducing penalty for dying 200+

DMHDMH
Reactions: 605
Posts: 23
Member
edited January 2020 in Suggestions, Feedback, and Requests
Hi,
I have two 200+ characters, on Reboot, and I haven't gotten much further with them because it is harder to grind in Reboot but I am really struggling to find fun gameplay that gives them any xp. Most of the suggested maps are too hard and I am afraid to try them because of hours of grinding get wiped out easily with the 10% death penalty. It would be nice to even go to a 5% penalty after 200. I am sure there are fun ways to level after 200 but I tried a few (that were aimed at level 190) today and died twice and wound up down xp. A lot of the events, or options for XP at lower levels are useless at higher levels. The Glory event missions barely give any xp at 200+. It is bad enough to slowly eke out gains but to have them wiped out so fast is very frustrating.

Comments

  • Lice1234Lice1234
    Reactions: 450
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    Member
    edited January 2020
    If you're dying vanishing journey it might be best to gear up first or put points into arcane force hyper stat. It shouldn't take hours to get 10% exp unless you're a lot higher, maybe at most 30 min - 1 hour per level in VJ if you can 1 shot with exp coupons from sunday monster park.

    Exp charms in reboot are cheap and last a month, and you can get around 90mil a day from doing ursus during 2x
    darikFuhreak
  • WONDERGUYWONDERGUY
    Reactions: 3,060
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    edited January 2020
    safety charm @matilda
    darik
  • FuhreakFuhreak
    Reactions: 6,670
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    edited January 2020
    Lice1234 wrote: »
    If you're dying vanishing journey it might be best to gear up first or put points into arcane force hyper stat. It shouldn't take hours to get 10% exp unless you're a lot higher, maybe at most 30 min - 1 hour per level in VJ if you can 1 shot with exp coupons from sunday monster park.

    Exp charms in reboot are cheap and last a month, and you can get around 90mil a day from doing ursus during 2x

    It should be noted that if you do this and put hyper stats into arcane force you'll only take 1 damage from everything except anti-AFK and elites.
    A pack of EXP Charms usually last the whole month as long as you aren't being too greedy with elites in the earlier levels.
    There's no harm in farming happy erdas for the first few levels of 200 if you really don't have the damage output for Arcane River.
    Just be sure to finish the questline and do the dailies. The VJ Symbols will be a massive power boost pretty quickly.

    Your goal should be to farm for Nodes and Symbols at this point, assuming these are your first 200s.
    It won't be long before you're easily clearing VJ as long as you keep at it.
  • AggraphineAggraphine
    Reactions: 19,395
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    Member
    edited January 2020
    You can reduce the exp you lose on death by raising your ambition level. You can do this by hunting bosses or by using trait boost potions that are available from events on a pretty frequent basis. Though those are better saved for things like empathy(extra 10% buff duration at max level), willpower(some status resist/max hp), diligence(slight increase to scroll success), charm(pocket slot at level 30) or insight(not sure what this does tbh)
  • NeospectorNeospector
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    Volunteer Forum Moderator
    edited January 2020
    Aggraphine wrote: »
    You can reduce the exp you lose on death by raising your ambition level. You can do this by hunting bosses or by using trait boost potions that are available from events on a pretty frequent basis. Though those are better saved for things like empathy(extra 10% buff duration at max level), willpower(some status resist/max hp), diligence(slight increase to scroll success), charm(pocket slot at level 30) or insight(not sure what this does tbh)

    To be specific, the upcoming Wondroid event drops a lot of trait-boosting items in the grinding maps. Additionally, Monster Collection expeditions reward trait-boosters.

    Maxed ambition will reduce EXP loss to ~5% if I'm not mistaken.
    Also, insight reduces the cost of potential reveals.
    Fuhreakscholar624
  • JushiroNetJushiroNet
    Reactions: 5,950
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    edited January 2020
    Some people don't want to admit that the exp loss on death is an outdated mechanic that could be removed at any time.
  • AggraphineAggraphine
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    edited January 2020
    Some people don't want to admit that a lot of the things they say are annoying or outdated or ought to be removed are benign enough that it really doesn't matter whether it's removed or kept in place.
  • Penguinz0Penguinz0
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    edited January 2020
    Aggraphine wrote: »
    Some people don't want to admit that a lot of the things they say are annoying or outdated or ought to be removed are benign enough that it really doesn't matter whether it's removed or kept in place.

    If it doesn't matter whether it's removed or kept in place, but still annoys portion of player base, then removing is the right choice. After all, IT DOESN'T MATTER right?
    WONDERGUYSlicedTime
  • WONDERGUYWONDERGUY
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    edited January 2020
    Penguinz0 wrote: »
    If it doesn't matter whether it's removed or kept in place, but still annoys portion of player base, then removing is the right choice. After all, IT DOESN'T MATTER right?
    that logic of x thing is being annoying/not liked by players base so it should be removed at nexonNA dosnt work or it means add more of it
    on topic side
    (dont think reducing penalty for dying should be removed tho or that there is no work around )
  • MalvonMalvon
    Reactions: 1,130
    Posts: 54
    Member
    edited January 2020
    You can also reduce exp loss after dying from Monster Life undead type monsters as well. Luck stat was also suppose to help reduce exp loss after dying but not sure if that still is a thing anymore.
  • AggraphineAggraphine
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    edited January 2020
    Penguinz0 wrote: »
    Aggraphine wrote: »
    Some people don't want to admit that a lot of the things they say are annoying or outdated or ought to be removed are benign enough that it really doesn't matter whether it's removed or kept in place.

    If it doesn't matter whether it's removed or kept in place, but still annoys portion of player base, then removing is the right choice. After all, IT DOESN'T MATTER right?

    The portion of the player base seems to be a somewhat vocal minority. The only time I see any complaints centering on exp gain or loss is when people are whining about their precious suicide kannas.
  • Penguinz0Penguinz0
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    Member
    edited January 2020
    Aggraphine wrote: »
    Penguinz0 wrote: »
    Aggraphine wrote: »
    Some people don't want to admit that a lot of the things they say are annoying or outdated or ought to be removed are benign enough that it really doesn't matter whether it's removed or kept in place.

    If it doesn't matter whether it's removed or kept in place, but still annoys portion of player base, then removing is the right choice. After all, IT DOESN'T MATTER right?

    The portion of the player base seems to be a somewhat vocal minority. The only time I see any complaints centering on exp gain or loss is when people are whining about their precious suicide kannas.

    Another reason why they should just remove exp loss upon death. They clearly don't want people to suicide kanna and are banning people for that. Newbies are complaining about exp loss because they don't have sufficient range and AF when they enter arcane river. Simply remove exp loss upon death, and suicide kanna is blocked, and newbies don't have to worry about dying when they enter AR. They pretty much deleted the holy symbol, the most beloved relic of the past. Might as well dump this past relic that nobody even likes.
    WONDERGUYSlicedTime
  • WONDERGUYWONDERGUY
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    edited January 2020
    Penguinz0 wrote: »
    Another reason why they should just remove exp loss upon death. They clearly don't want people to suicide kanna and are banning people for that. Newbies are complaining about exp loss because they don't have sufficient range and AF when they enter arcane river. Simply remove exp loss upon death, and suicide kanna is blocked, and newbies don't have to worry about dying when they enter AR. They pretty much deleted the holy symbol, the most beloved relic of the past. Might as well dump this past relic that nobody even likes.

    nah just call it exploit and ban without warning instead of feasible solution its way to go
  • FuhreakFuhreak
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    edited January 2020
    The exp loss only really matters above 200 and by that point death and EXP loss is easily mitigated.
    Removing the EXP loss on death removes death penalty but it also removes potential for abuse.
    I would say we need a new penalty for death if Nexon wishes to keep this as something bad that can happen.
    It's either that or remove EXP charms.
  • JushiroNetJushiroNet
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    edited January 2020
    Resurrection sickness: Exp and Item/Meso drop rate reduced by 75% for 10 minutes.
    Safety charms prevent resurrection sickness.
    Fuhreak