EXP Penalty Kills the Game

Be it due to lag, weird damage spikes, your own mistakes, not being able to see monster mods because of the chaos, doesn't matter. Exp penalty makes this game radically less enjoyable. It's a hopelessly dumb mechanic, shows lack of creativity, and really needs to be changed/disappear.

"Git gud'rs" save it or thanks for the bump.
You've kind of painted yourself, and by implication everyone else, into a corner.

I disagree, but not because I want you to get good/better/best at the game (I don't much care if you do). I disagree because progression lacks much feeling of value if it's guaranteed. I died facing core boss. So what? I'll attack it another 25 times and eventually get it down. Wasn't that fun?

Nope.

I've played games with and without, and while I don't generally prefer character wipe type games, I think some sort of penalty is useful to give a sense of achievement. Put it this way - do you think you'd get any excitement out of skydiving or bungee jumping if it were completely impossible to get hurt or die doing them?
Typical SC player complain. Look at the HC player, they don't complain about the penalty because it doesn't matter. This mechanic is meant to make you more cautious as you go on your adventure. Anyone can facetank mobs and die a thousands time. What is it challenging is to facetank without dying.
Path of exile - The real sequel to Diablo 2
I used to hate EXP death penalty, but now that 2.0 is out and Lockstep works like a dream for me, allowing me to enjoy my virtually-SP experience, -every- death is my fault by my personal standards. In which case - death penalty is probably contributing to my enjoyment, as it makes it so that making my character live means more, without significantly frustrating me (personally).

From a game development perspective, I feel like death penalty is like any other mechanic: it has strengths and weaknesses. Not necessarily "hopelessly dumb" but not necessarily "genius innovation" either. My view:

Pros of death penalty:
-Playing time (replay value) is increased, most of the times dramatically
-Defensive stats have significantly higher value than with no penalty, encouraging a greater variety of mechanics

Cons of death penalty:
-Enjoyment of each play session is decreased on a case to case basis, sometimes dramatically (frustration)
-Defensive stats have significantly higher value than with no penalty, encouraging a narrower variety of builds (true glass cannon? gl getting lv 100)
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Last edited by adghar#1824 on Sep 25, 2015, 2:12:37 AM
I like the balance xp penalty brings. Also, if poe went D3 route and bosses reset after player death, people would not be able to progress.
''It was nice but not really great'' in memory of rondanashu 13.4.2016
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I like the balance xp penalty brings. Also, if poe went D3 route and bosses reset after player death, people would not be able to progress.


Only amateurs would not be able to progress :-)
MY CHALLENGES ARE DONE ON HC, IT'S NOT SC GUYS!
Works like a charm.

I appreciate that some people prefer it, so just make it an option. You could even encourage people to keep "punishing mode" on by giving a tiny exp/mf/whatever bonus.
Last edited by YariChinMaiNichi#7081 on Sep 25, 2015, 9:46:11 AM
"
davidnn5 wrote:
Put it this way - do you think you'd get any excitement out of skydiving or bungee jumping if it were completely impossible to get hurt or die doing them?


Dunno about this one, people are getting a decent amount of thrill in amusement parks where the chance of getting hurt is slim to none :)

Probably not a perfect comparison, fear of bodily harm is as much conscious as it is subconscious, in games it's 100% conscious.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Sep 25, 2015, 10:17:53 AM
The experience penalty forces build diversity on players.

Without it, every build balance would lean towards glass canon or GTFO.

Currently you "can" go that route but it requires skill-play and caution to pull it off. Alternatively if you fear the experience penalty and the way it hinders your progression you have the option to go semi-tank or full tank mode to combat it.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
Boem wrote:
The experience penalty forces build diversity on players.

Without it, every build balance would lean towards glass canon or GTFO.

Currently you "can" go that route but it requires skill-play and caution to pull it off. Alternatively if you fear the experience penalty and the way it hinders your progression you have the option to go semi-tank or full tank mode to combat it.

Peace,

-Boem-


This reads,

"The experience penalty forces you to play builds limited to semi-tank or full."

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