Death Penalties
to me default death penalties are fine and fair, coming from a dw duelist @endgame with 2k hp. this game does not make a lot of sense without a death penalty that hurts at least a bit. only thing stupid is when it happens because of desyncs/high ping/fps spikes, but who am i to cry about this when people play hc with the same problem.
ign DivineRapierMedusa
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So let me get this straight.....the massive amounts of exp loss in cruel/merciless isint good enough? I mean what a boner killer to die and lose 1-2 hours of grinding...live and let be in this stand point. Keep the exp loss where it is...
To those saying "make the monster that killed you stronger or harder, give him a debufff.....I EMPLORE you to reconsider necker doing this...there are some crazy rare mobs with crazy mobs that I can't even kill so I kite, portal and waypoint to the area completely bypassing him..... If u can't kill it the firs time, what on earth makes you think you will kilł it a second or third time when it's 5x as strong????? Think about it. I say leave exp loss where it's at, that is a significant punishment and loss of time and missed reward. |
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" this + infinity |
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It would good if there's a special slot for a special orb that reduces or nullifies the exp loss.
The main reason for death penalties is to warn players to play with caution, but under some circumstances, even with much cautiousness, u still die due to some imba group mobs,or affix. Those who said these % are nothing, try hitting 7X, or 8X. I suggest u to play hardcore if you think the current death punishment aren't heavy enough. Last edited by MrPeanut#6954 on Feb 16, 2013, 2:35:31 PM
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" The game punishes your poor build and equipment by killing you... If your build is that bad you hit a wall and simply cant kill that enemy. Why does it also have to knock you back several hours? Answer: It doesnt, not in default. There literally is no reason whatsoever. People arguing against it just want the game to suck for everyone who isnt them because they are children who dont realise how funding and economy works for a F2P game. If you really want to punish people who die and portal rush bosses until theyre dead, make it so the bosses health refills out of combat or something. Whoa i just made it so your shitty build and gear setup cant steam roll the game, but you also arent knocked back several hours for NO reason just because you hit a GEAR check that is the main point of this game. So under my idea to beat the boss youre stuck on you will need either a) to respec some of your points with orbs/respec points, b) farm or trade for gear upgrades, or c) party with people, or d) reroll. Holy wow look at that, a fair system that doesnt drive people away from the game in frustrated droves! Fanboys and elitists RUIN games. Period. Last edited by faytless#6348 on Feb 16, 2013, 9:01:42 PM
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" I dont think anyone is complaining about a death penalty in default. We are saying there shouldnt be one that does nothing but waste your time for no reason at all. Death penalty is fine, look at D2. One that sets you back over an hour just because you got 1 shot by a melee ranged LMP fireball in Act 3? Nothing will make people quit the game faster in the long term, imo. |
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The XP penalty is really getting on my nerves and is preventing my marauder from progressing in level, but that's because at least 15 of my last 20 deaths have been due to desynch.
I'd much rather see them fix the desynch than remove the penalty though. |
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WTF XP Penalty is just SUX...
This feature is like: make impossible lvl up if you char is not much strong... Win = XP Gain.. when you is almost lvl up, if start die this fuc**** feature can make you xp bar start at 0 (like happen to me minutes ago).... Why this feature? Damm.... |
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" If the D2 death penalty were introduced people would lose all their equipment when the instance goes down (I can already taste the tears), losing a lot more than a few hours of grinding in most cases. " I don't understand why Dark Souls keeps getting compared to this game. Dying in Souls games is fundamentally different to dying in Diablo-likes. In Dark Souls you have to really stuff up to lose more than one humanity from a death, and in some cases suiciding to go hollow and avoid invasions is an acceptable strategy. Heck, it even has a forced death if you don't sequence-break. In general play you only really want to avoid death as it's an inconvenience. It's a good thing that death is light in Dark Souls as it makes the (sort of) world PvP more enticing, but Path of Exile is fundamentally different in the way deaths are handled. Note that there is no hardcore option in Dark Souls, a deathless run was considered mechanically impossible by the developers (although an oversight allows you to skip the forced death). This is also one of the reasons I feel the current Cutthroat ideas just don't work. Now if you want to look at a game that has silly death penalties there's Demon Souls. Dying in a world in body form darkens the world tendency, making all enemies there stronger. It also forces you into soul form which has substantially reduced max HP, and returning to body form requires you to either defeat an area boss or use a consumable item. |
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" Don't nearly all video games have a death penalty? You die and you lose progress and have to do it all again. Same thing applies here. You die and you have to earn back some of what you gained previously. Did you complain in games like God of War or Halo when you had to repeat tough sections of the game because you kept dieing? Standard Forever
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