Description:
EXP loss on death is nowadays considered a dated feature in many games, and in BDO, it's not only annoying, but it also promotes undesirable player behaviour.
One such behaviour is when players leech boss loot by attacking once and then standing nearby doing nothing until it dies. While removing EXP loss wouldn't solve this issue, it is a prime enabler of this behaviour. Why should I fight the Thundercloud Kutum and die multiple times, losing EXP, if I can just hit it and stay in a room nearby? This causes 70% of players in the supercharged (don't know the actual name) boss encounters to not participate in the actual fight.
Additional arguments:
When it comes to bosses, players already fight without equipped crystals, making them weaker against an enemy where they are supposed to be at their full power to win. Crystal loss isn't part of this post, but it has a similarity with EXP loss. The thing with crystals though is that you can choose to not use them and still help with the fight, without losing any crystals even if you die multiple times. With EXP, this isn't the case. The best option to not lose EXP while fighting tough multiplayer bosses is, as mentioned previously, to not actually fight.
This however isn't an issue with only boss fights, this can enable griefing in PVP when a player attacks another player, and intentionally lets a mob kill them so they die to them. I don't know if it works like this, but I imagine that it'd cause them to lose EXP since they died to an NPC.
When it comes to losing EXP against normal enemies while grinding, it's a "fair" punishment. But what's also a fair punishment? The death itself, why then make it even MORE punishing? And don't let me talk about crystals here either, but those at least have some valid reasons for the way they work. Leveling past 60 slows down exponentially with each level, meaning that reaching higher levels, which doesn't really provide any bonus, gets slower, and each death makes you lose more EXP (since it's a %), making you waste more and more time to get it back.
Conclusion:
There simply isn't a single reason to have EXP loss in the game, so it should be removed. It will make the game only better, since players will not lose anything if they die to an enemy (or boss) without crystals, making them more likely to actually fight, and it will make any other death less annoying.
There is a solution for that, it's called ellions tear, it restores your xp.
There is a solution for that, it's called ellions tear, it restores your xp.
Yes, and they can profit if you buy them with pearls. But most people probably have enough that they won't buy them, so the system is pretty much useless in their case, since the main reason to use a tear is to revive on the spot, not to remove exp loss.
As for the fairy skill, it's the same thing, the instant resurrection is the main point of the skill, not the exp loss.
Ie. people would still use tears all the same, and they could just remove blessings or change them to tears.
Yes, and they can profit if you buy them with pearls. But most people probably have enough that they won't buy them, so the system is pretty much useless in their case, since the main reason to use a tear is to revive on the spot, not to remove exp loss.
As for the fairy skill, it's the same thing, the instant resurrection is the main point of the skill, not the exp loss.
Ie. people would still use tears all the same, and they could just remove blessings or change them to tears.
Then just learn not to die as intended.
Yes, and they can profit if you buy them with pearls. But most people probably have enough that they won't buy them, so the system is pretty much useless in their case, since the main reason to use a tear is to revive on the spot, not to remove exp loss.
As for the fairy skill, it's the same thing, the instant resurrection is the main point of the skill, not the exp loss.
Ie. people would still use tears all the same, and they could just remove blessings or change them to tears.
so simultaneously most people have enough no exp loss items that makes exp loss not a problem but exp loss is a problem to these people?
Then just learn not to die as intended.
So your argument is to git gud? You know what's also a good way to not lose exp? To hit a boss and hide. Or to not play the game, that's definitely something Pearl Abyss would appreciate.
Also, how do you get good without learning a fight, which requires you to do it repeatedly, meaning you get more chances to die anyway.
so simultaneously most people have enough no exp loss items that makes exp loss not a problem but exp loss is a problem to these people?
I knew someone would point this out, but my point for that is that if you fight a tough boss, you are likely to die multiple times, unless you have really good gear, but even unoptimally geared people can still greatly benefit the battle, mainly if there are more of them.
Using tears on these bosses is a waste, as the runback is very short, which means you will either waste a tear, or lose exp.
That point was mainly directed for grinding or other things where tears are a good value to use.
On the other hand, if you agree that people have enough tears where the exp loss doesn't matter, then doesn't that prove that the exp loss system is even worse, since it's not just annoying, but also useless for anyone using tears?
I know that you meant mainly to provide a counter argument, so I'm not sure if you agree with what you said or just wanted to point a potential flaw, but that view makes it sound like the problem just solves itself. But wouldn't it make more sense to just fix the problem if the solution isn't beneficial to Pearl Abyss, since in this case, people have so many tears they don't need to buy them?
So your argument is to git gud? You know what's also a good way to not lose exp? To hit a boss and hide. Or to not play the game, that's definitely something Pearl Abyss would appreciate.
Also, how do you get good without learning a fight, which requires you to do it repeatedly, meaning you get more chances to die anyway.
Well dying on a boss constantly is certanly not a way to play the game. Infact in every decent game once you die on a boss you stay dead untill the fight is over.
Well dying on a boss constantly is certanly not a way to play the game. Infact in every decent game once you die on a boss you stay dead untill the fight is over.
That's true, but this is not such a game. Would you suggest they change it? Or that i should just attempt it once, die and not do it again (aka be a leecher)? Not fight the supercharged bosses altogether (aka not even leech), meaning I wouldn't contribute my damage to the team fight, even though I want to? That'd mean I'd get no loot even though I want to help, while the leechers get loot.
Your point is fair, but it doesn't apply to this game.
I agree that removing exp loss at least on world bosses makes sense, since less people would just stand there with their [sticks] in their hand.
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