Death Penalties
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     Instead of losing exp* how about lose stats/get cursed type of deal for xxx long (ive seen it on some games) 
    When you die you get Exiled Wraeclast Curse lasts xxx based on your level? Some ideas what this could do... (maybe at random chance for different curses?) All your gems lose xx levels till the curse is gone You cannot regen hp, es or mana You lose 25% of your str, dex and int Cannot use 1 random item you have on (just block it out like that one helm i can't remember the name of that doesn't let you use body armor) All your res are 0% You have -40 movespeed (can you even move with -40?? lol) Your exp gain is cut by 25% Cannot open a map Has elemetal weakness Has enfeable I don't know some of these seem ok and if you die you surely wont be going back into combat for a bit (and won't be able to kill whatever killed you by just wearing it down) Last edited by Lynerus#6363 on Jan 27, 2015, 9:32:33 AM 
    
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    " Thanks for the constructive post. You're right of course, it reduces the total number of maps needed to reach level 100 as long as the player doesn't care about how long it takes. And it does make it easier (as in achievable for casuals, because they can get there eventually). That was entirely the point however. Make level 100 doable for everyone - why not? On the other hand this mechanic wouldn't reduce the time needed to reach level 100 at all (not talking about play time but real time passing). The guy who wants to be the first level 100 in a new league can't wait a day every time he dies. He couldn't abuse the waiting system even if it was only a one hour wait instead of 24 hours. He'll need the same amount of maps he would need under the current death penalty, because he neeps to keep pushing. What I proposed is aimed at making the game less punishing for casuals while retaining the challenges in the competitive environment. Does my proposition fail at that? Am I missing something? Online delenda est: 
    
When the lifecycle of PoE will draw to an end many years from now, there needs to be a final patch making it available offline.  |  
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    " I believe you are. The why not- it's nice that we have one, just one level-based game where every person you see in town isn't capped. Capping your level in this game is something special, that very few people can actually achieve. Games, especially online games these days are lacking in that way. The problem isn't necessarily that 100 is hard to get, it's that too many people have the mindset that capping is a thing you have to strive for. A comprehensive, easy on the eyes loot filter: 
    
http://www.pathofexile.com/forum/view-thread/1245785 Need a chill group exiles to hang with? Join us: http://www.pathofexile.com/forum/view-thread/1251403  |  
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     I see where you are coming from now. I did indeed miss that perspective. 
    It boils down to a matter of taste. To me it still seems "special enough" - not everyone would have the stamina to go to level 100 under the system proposed, just a few more than do now. Seeing a level 100 would still be awe inspring to me. You are right that level 100 isn't something one should necessarily strive for (though it is probably only human wanting to go all the way). And I believe most would still quit trying because of the amount of time it would still consume. I just think that the feeling this system would create - that you can always make a tiny amout of progress, that playing the game won't ever worsen your position - would benefit the game as a whole. Online delenda est: 
    
When the lifecycle of PoE will draw to an end many years from now, there needs to be a final patch making it available offline.  |  
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     I don't have a problem with the penalty, but it does make end game incentives....weird. I plan my build to be done by 85, because you have to be fully functional by then anyway. After that point, I *might* grind up but....why? Anything critical to the build I have, and I've already over leveled literally all of the game's content.  
    
    
At that point, what do I care about the penalty? I don't need levels. If I'm running maps solo I still get all the drops. What's the benefit to not dying? A couple more skill points I don't need and have minimal impact on my build (or I would have taken them already)? An insignificant amount of life? And I have to grind like mad in 75+ maps to get that? The death penalty is fine. The lack of death reward is lacking. There's a stick, but there's no carrot.  |  
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     I am sorry but I don't have the time to read through more than 150 pages of posts. (So please feel free to ignore my post. It's only fair.) 
    
    
From a few pages of reading though, there seems to be a clear divide between people who want PoE to be more competitive (i.e. death should be penalized) and people who do not want to spend extra hours of grinding due to making a mistake or even due to desync (i.e. lesson the penalty please). Keeping this in mind, shouldn't the death penalty be different between leagues? The standard league is clearly for the casual players. Perhaps the death penalty should be less in the standard league compared to other competitive leagues. Heck, in competitive leagues, make it 20% penalty so that it REALLY hurts if you die. (Disclaimer: I am a casual player.) As a casual player in the standard league, I do wish for (just in the standard league): - A mechanism to restore (at least partially) lost experience. Perhaps with in-game currency, or by going back and killing the monster that killed you. (But what if you are killed by a map mod?) - A mechanism that prevents repetitive experience loss from getting killed by the same monster. This one is more important to me than the first one, because when I meet a difficult monster and die, I want to try to fight the monster again and overcome the difficulty rather than skipping the monster entirely in fear of losing more experience. 10% experience loss often really puts me off trying to beat difficult monsters again and again. - And perhaps some rewards for not dying - e.g. small increase in character size for each level gained without dying, or possibly light radius... or even some IIQ/IIR? Maybe a refund point alongside the skill point. Anything that can be thought of as a good-to-have but not overly game-affecting.  |  
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    " Is this MMO still around? Did it ever get published? I'm curious to know what it is.  |  
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     Make it harder; 
    10% Normal 25% Cruel 50% Merciless This will stop YOLO Glass Cannon builds in Standard. This will also stop being careless in Standard because 50% XP loss at high levels is insane. Therefore this will also stop HC vs SC discussion as it will require a well balanced build to reach 90+ levels even in SC. HC players don't really care about this anyway, once you die it's all gone. Not just some xp. Nothing is more common than unsuccessful men with talent. 
    
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     Bring on deleveling! 
    
    
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    " Such a brilliant idea, lets go farther, lets remove characters from the game even on SC, this will require even more BALANCED build to reach lvl 90+, since SC is not about FUN, its about BALANCE PAIN AND STRUGGLE. IGN: MsAnnoyance 
    
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