Death Penalties

a large penalty to droprates is the one i like the best

it's like, yea you can brute force thsi with suicide runs(bosses and whatnot) but you are pretty much getting nothing for it sorrrrrrry

and it doesn't make people lose n amount of time for getting a desync death in softcore so w/e
I think the current death penalty system is pointless. Basically it is too high for the average player on Mericless. Chances are you are not going to die to normal mobs, so we are talking about major bosses and major encounters like Oak the Bandit....scenarios where normal players can die a lot. Well, newsflash, people are simply bypassing your death penalty. They just go off and grind somewhere safe till they level then fight the boss with an empty bar and no penalty. This is a frustrating way to have to play but it's better than loosing half a bar at level 70.

I think you should reduce it a little so it still matters a bit but not enough that people will just bypass it by levelling before all major encounters. Or seriously, just remove it....your bosses are being zerged anyway.
Did you know level 91 is the halfway point to level 100? This means that a softcore character dying ONCE at level 85+ can lose many days of progress.
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WingsOfGryphin wrote:
Death penalty is too big for default league. Well it's not too big overall, but it's too big for league where it's allowed to die. It's not a problem in early/mid game, but after level 75 you can't level up if you die. If you are forced to build tanky to progress, then why the fuck i am playing default?


+1

Again, why not give us an option?
Did you know level 91 is the halfway point to level 100? This means that a softcore character dying ONCE at level 85+ can lose many days of progress.
Most games seem to create armor degradation after several deaths, but instead PoE could provide status ailments to create an added difficulty upon each resurrection.

5-10 min status ailments maybe 30 min?

Loss to armor, evasion, ES, hp, resistances, etc. Mixture of a few or more maybe with a low %?

IGN: Mibuwolf
I'm pretty sure this is outright stolen from other games, but I think a debuff that lasts for half an hour or so and lowers your damage/resistances by a certain percentage could work pretty well. Especially if it stacks.
Implement /players x already
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narutoganjahbrony wrote:
I'm pretty sure this is outright stolen from other games, but I think a debuff that lasts for half an hour or so and lowers your damage/resistances by a certain percentage could work pretty well. Especially if it stacks.


No it doesn't work at all. All it does is making you quit the game for at least half an hour.
A design that says "okay you died, so our reaction to this is we make you even weaker so you'll probably die again, or you come back later" is horrible beyond ANY imagination.
Even in a softcore game like this people are complaining.

I miss the good old days of dropping your loot on death and the possibility of deleveling.

You know, when dying actually meant something.
ign: Eshi or EshEleCleave
Last edited by Govestun#5918 on Feb 14, 2013, 4:16:00 PM
If you need to zerg bosses, maybe you should try and figure out why you're dying. To the.person that says people just lvl up than zerg. Well, good luck with that when you reach.higher lvls and you're running maps.

Doesn't work then.
lol people on sc think they are build for survivability with 2k life @ lvl 50 or higher LOL
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jonnyj03 wrote:
lol people on sc think they are build for survivability with 2k life @ lvl 50 or higher LOL


Source? You're making that up...
IGN: Mibuwolf

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