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Please consider reducing penalty for dying 200+
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
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.
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.
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?
on topic side
(dont think reducing penalty for dying should be removed tho or that there is no work around )
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.
nah just call it exploit and ban without warning instead of feasible solution its way to go
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.
Safety charms prevent resurrection sickness.