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If it helps, 5 Gravity + full Gravity Retractor can pull Crystals at shotgun range, while 9 Gravity and the module drags Crystals beyond Flamethrower range. It is a way to get around having to pick up Crystals 24/7.
I would actually make any QOL improvement to the game an unlockable feature, just to make the progression more fulfilling and satisfying :D
imagine the number of crystals that can pile up in a game where you don't go and pick them up...
Personally most of my builds have 1 passive slot for a lvl 10 pickup radius so yeah... XP doesn't really get much chance to disapear
I generally argue that if i kill an enemy, i earned the XP and should at the very least get a chance to obtain it.
DIsappearing XP is in my eyes a major design flaw.
So it cant be that bad.
That's not to say you can't win a round here with long range weapons obviously. But it's an absolute flaw and it discourages freedom of builds, and also more heavily weighs utility upgrades (movespeed and magnet) over others because they are essential.
Vampire Survivors obviously solved this from the get go with condensing XP gems and the gems even moving closer if you get too far away. Nomad Survivor handles it definitely, with more limited, structured levels the XP gems don't move, but they do consolidate and reward doubling back (and you can take particular strategies if you don't want to have to).
Here, and e.g. 20 Minutes Until Dawn, it just feels like punishment for taking certain weapons. At best it's tedious, at worst it's run-ending, maybe 15 minutes down the road, without knowing it. Especially given the REALLY long range of some of the weapons you get here. I don't really play these games to play "fetch the gems", I play it to do different builds and try to weave through enemies. Maybe I'm the odd one out but I don't think gem hunting is the big draw for any of these games.
Edit to add: Also, having a much more wildly variant XP pool makes balancing way harder. With VS, the only variant is if you take the XP passive upgrade and how fast you kill things, the level curve is otherwise pretty calculated (on average). Here, do you balance the game assuming everyone will miss 20% of the XP drops? 40%? 0%? Then you stack the XP modifier on top of that, and you have a HUGE variance in balance between every player on every run.