Agree with this - not all deaths are caused by the enemy alone. Hate to get docked AP due to lag or a disconnect...kevlarto_ESO wrote: »to many factors one of which the internet is not stable enough
ssewallb14_ESO wrote: »You're basically punishing people for attempting difficult content.
dennissomb16_ESO wrote: »I guess my question to the OP is what would it add to the game to be able to loose XP. I cannot think of a single positive thing
ForsakenSin wrote: »LOl people who wanted to finish VMSA for the first time would go back to level zero then
redspecter23 wrote: »People blame the healer right now when they die and have to "suffer" for 10 seconds while somebody rezzes them. Imagine the insanity if they also lost xp because of this situation as well. Bad players will blame everyone else before they even think to look at themselves as the potential problem.
Even if this penalty were to be implemented I don't think it could be balanced properly. Either the cost would be so low that even casuals and those first learning end game content (those dying the most) wouldn't care or so high that even one death means hours of xp recovery. Also, do you apply this xp penalty to pvp? PvP'ers already avoid the near meaningless repair penalty for some reason that isn't relevant to pve players in the same way somehow.
ForsakenSin wrote: »LOl people who wanted to finish VMSA for the first time would go back to level zero then
NewBlacksmurf wrote: »It would be just like older rpg games. At some point it would/should stop tho because imagine doing a trial or vet dungeon and dying so much you can’t use skills anymore or loose CP selections.
Wouldn’t make much sense. Maybe the better idea is another way to make dying meaningful and consequential but not in this way as it’s proven unpopular.