Death Penalties

If you die you lose exp and 1 toe. If all your toes are gone your run speed will be decreased by 50% for 1 hour.


I can see this happen, most of you not:(
IGN: Smashed
I support the idea for rewards/bonuses for not dying in an area. Maybe this bonus could stack for every area you pass without dying, until you die. Maybe the bonus should be something like "You gain % chance to find rare currency/items/support gem each time you CLEAR (kill everything) in an area. This bonus stacks until You die." I think that would be perfect for the default league.
IGN: Snowblaze
the death penalty currently in place in the upper difficulty levels has a serious flaw:

the games latency has on more than one occasion created Teleporting mobs which strike the killing blow on the character. losing 10% of your level when you simply get yourself killed may seem fair overall but the game far too frequently has some kind of lag be it server/game/ISP/pc lag its pretty much a drag having your hard earned XP removed for reasons out of the players control.

this is an issue the devs can't test in house so to speak because you don't have the same latency issues people around the world will.

having just had the leaping bandit boss kill my character 4 times in a row to lag letting him appear on top of me without any jump animation(as well as being off screen at the time)taking over 50% of my life then to hit/kill me as I try to heal & evade.

out of 64% of my level lost to this boss the 40% lost to game lag (I was at the time playing on a 54mbs connection so it wasn't my end not keeping up) REALLY sucks! I'll take my lumps for the rest having to workout the best strategy which worked fine only to have him teleport to me at less than 5% life left and get in killing blows again and again and again.


you might want to rethink the heavy xp loss until the game runs a bit more lag free.
Yeah I'm not a fan of the heavy exp loss. I usually just level up before attempting the harder bosses, when you die far away from a waypoint its bad enough but then the huge exp loss on top of that can get pretty frustrating.

edit: also really like that orb of revival idea.
IGN: Moar
Last edited by Moar23#4037 on Aug 1, 2012, 6:37:40 AM
Experience lost panalty can be good.
Disappointed in D3, then wanna play POE with friend!:P.
hmmm I don't know, I kinda like the system you have now. If you die you have to fight your way back, or you could be smart and always keep a portal out. When I play I really really don't wanna die simply because I'll have to go all the way back :D
IGN: Rustet
"
SimonTheKing wrote:
hmmm I don't know, I kinda like the system you have now. If you die you have to fight your way back, or you could be smart and always keep a portal out. When I play I really really don't wanna die simply because I'll have to go all the way back :D

I agree with that as it may force players to be wise about town portals scrolls and such items.
By the way, how much time should a town portal still on place?
And to prevent town portal's regeneration abuse, i suggest make regeneration on town not being instantly and potions refill also not being instantly as players would spend more time on town to regenerate lost life/mana/pot-charges but still less time than spent outside town. But if a player dies make him return back on town after some seconds (20-40) with full life, mana and pots and also put a timer on respawn.
This post has more than one hundred pages and I have not read it all. But i had an idea.

Reset the entire quest.

Example: In the quest you need to get three different parts of a weapon that are in different ways and kill a monster that is also in a completely different path. If you die to the last Monster, you will have to restart the entire quest. Get the 3 parts of that weapon AGAIN.

So i think this will give for the default players a bit of what hardcore players has.

Its a penalty have to go all the way back.



I hate any kind of penalty for dying. Just the fact that I have to spawn and walk back to where I was - is enough of a penalty (especially if half the level is already cleared out...)

I agree (mostly) with Dicos, for single player I would prefer, that if I die, that the level I was on gets regenerated again. Forces me to make a working build to progress. Not sure about resetting the entire quest.

Not sure how to implement that in multiplayer though.

Exp penalty and fight the way back is absolutley perfect.

like it is already ;)

is it the higher the difficulty gets the more exp is lost ?

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