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Can we please nix the extra 10-15% xp loss from praying for salvation? With vitae up, I die, then die again that's loss, stacked upon loss for praying.
Vitae is great for aetherhunts.
The divine voice
of Avechna, the Avenger reverberates powerfully, "Congratulations,
Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Death penalties are always a thing, having XP loss as opposed to even longer downtimes is logical.Imagine if instead of losing xp/essence you had to wait 2 minutes before any form of resurrection could even begin. How many people would look at the game and go "no thanks"On the off chance the "but you're a TA!" argument pops up, I lost a good 15-20% of titan praying after a dumb error, it sucked but rather than bemoan the system I dusted off and carried on.P4S is very much avoidable off Prime thanks to conglugate, on Prime if you're dying and dying again from vitae before you can move out, the issue is more about you putting yourself in a situation you couldn't handle, and not recognising this earlier and avoiding it.
I loathe durability mechanics. And at that point you are switching upkeep from one that you can do alone (hunting or influencing) to something that you have to actually go out and find a tailor or forger or you're going without your gear? How is that more fun?
While I like your ideas, and I know some areas of the game need to be looked at - I'm pretty sure that XP loss has already been reduced in the past. It doesn't need to be reduced any further.You don't have to use vitae - it's an option. Much like doing anything in the game. Because it's a game. Yeah, losing XP sucks, but with the amount of aetherhunts and Astral hunts that happen lately, losing XP is easy to gain back. That's without adding in golden tonics, cookies, achievements etc, etc. Hell, even "normal" hunting, it's easy to get back. Edit: As a personal thought, if you're in a video game and die, you get reset to your last checkpoint (some games even put your back to the beginning!) losing all progress if you haven't saved - and sometimes there's no option to save unless you get through to the end. Look at it that way, GRINDING FOR A FEW HOURS you lose, you have to do it again. Like a...game!
Death doesnt really hurt that much. You can bash back a death pretty quick and you can build up a large essence pool so that you can die a ton and not really notice it.
I don't think higher PvP XP cost across the board reduces raiding - but it might reduce defending against raids, which leads to immense player fatigue. Reduce/eliminate PvP XP penalties in org territory, increase them substantially in enemy territory.