exp loss on death is a bad old mechanic
Meta builds are the poor play response to poor mechanics.
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If there were no penalty, everyone would reach level 100 if they just kept playing, even if it´s a 1200 life + no defense glass cannon that gets wrecked 20 times on a dried lake run.
Do you really want to reward "yolo style" where it doesn´t matter at all how you build and play your character ? Would make PoE the cheesiest fake hardcore ARPG ever, like REALLY bad ! Standard ladder would be all level 100 characters, and reaching 100 would become meaningless, ansolutely trivial. That´s not what PoE is, and I don´t wanna see it turned into that. |
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" First I wanted to respond exactly this. Then I realized that there are several builds each meta that cannot or hardly can die which exactly achieve this what you say. Did you ever see spark build in action? 1-2 minutes for every map, sparks go 2-3 screens range and you clear everything out of 100% safety. And if you acknowledge that, then you need to accept that the OP has a huge point on what he says. There are people who enjoy to build the cookie cutter of the league. Them get rewarded. There are other people who enjoy to play less efficient builds. They get penalized. The equation works exactly like that. I am strictly for keeping the 10% death penalty. The more important is balance. GGG should even put more emphasize on that. Imo there is nothing more discouraging than a poor state of balance. Good balance translates into more users. Last edited by LSN#3878 on Apr 28, 2016, 3:19:09 AM
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Only bads complain about it not to mention it would kill build diversity. I would seriously never pick a life node on tree. What for? Dying doesnt matter. All-DPS-All-The-Time.
It would be like HC in reverse. Pigeon holed into glass cannon. IMO you should lose a whole level when you die. Already MFers and Boss Hunters are given a free ride whenever they chose to stop leveling which is bad. Git R Dun! Last edited by Aim_Deep#3474 on Apr 28, 2016, 3:26:23 AM
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" If you die because of RNG then you are not good player. Good player dont die to RNG becasue he know how game work and and RNG is not problem anymore. "Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms." |
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" Why in all hell should players who dont die be punished with such increased xp reqirements? There's no reason at all for that crap. invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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Actually I would suggest just the opposite - make the 10 % experience penalty the norm between all difficulties, because let's face it, POE is not your average ARPG scaled online, it's very complex and it should be treated with all the seriousness, especially regarding the indication of the efficiency of a build - right now, if you die on normal you are encouraged to zergling, and not to question your build/items/play style. The experience penalty would change that, and if kept on the same level, would just make you embrace it, like the hardcore players already do theirs...
If your goal is to level to 100, you already have that in mind, if you are a new player, you are forced to reconsider your build late in the game (about Act 3 merciless), and not all are happy to reroll characters (no time/currency atm, have to wait for a reset, etc.), but also many don't even try to do something different because it's so easy to go "meta". Maybe that the experience penalty would make new players pay more attention from start, and try to improve... I feel that the game should make you pay better attention, to be curious, question and learn more not neuter to the low standards of the most played games today... Oh, this is coming from a casual player that has a character that "zerglinged" his way a few times (and not because he can't copy-paste a meta build, but just because he wanted to kill a difficult boss at that moment, without watching others do it before, and playing standard just enables that option - it reminded me of Planescape Torment, enabling me to master a situation with death not being a penalty). PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...
Good to know "free speech" doesn't apply in any form or manner on the forums these days... |
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No you should lose a whole level when you die. How is it fair a magic finder can run around in 75+ maps with -75% resits and get rich with his 0% exp holding at lvl 85.
All those penalties on MF gear mean absolutely nothing in SC right now. There is literally no downside to going full MF with only 10% EXP penalty which stops at 0. Git R Dun! Last edited by Aim_Deep#3474 on Apr 28, 2016, 4:25:46 AM
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" Impossible from how level dependent the whole game mechanic is (gem level, passive point...) " If your main goal and reason to play the game ist to 'get rich' - why not use this "unfair advantage" also for yourself? If you like to play around with interesting builds "instead": how does it affect you how others "play"? If you want to get rich with your viable, interesting build, you're in the twist to find a 'suitable middleway', yes. invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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" If you don't die, you play hardcore, right? So what if death penalty is removed in softcore and it takes a bit longer to level while hardcore stays as it is now but allows you to level faster in comparison to softcore? That also creates some new incentive to play hardcore. Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
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