Remove xp loss on death, replace with xp bonuses for surviving
" There is a way to prevent losing exp due to dying.
Perq's secret strat
Stop dying.
Also, when we're at removing exp penalty and instead we'll have xp bonuses, can I have my free Shavs, instead of no drop, please? I know, I know, slippery slope, couldn't help. :P tl;dr of your suggestion is make game casual because you can't handle it past lvl 90. And if YOU cannot get past level 90, this means there is something wrong with the game. That is how you kill games - lack of perspective and consciousness of your own skill and abilities. And because most players are average, they will always call to dethrone those on the top, calling for buffs, whining about nerfs and constantly arguing that the game is too hard (they won't word it that way, but it is more or less this). When they finally achieve their goal, people on the top will be already long gone. And when they (casuals) reach end-game themselves, it will turn out it is boring and easy... And they will quit as well. Welcome to " Seriously, if anyone know someone who needs to do a research about Dunning Krugger Effect, this thead is the place! " Pls add MTX for resurrection, pls GGG, pls I die. :CCCC Real knowledge is to know the extent of one's ignorance. Ignorance more frequently begets confidence than does knowledge. https://joeduncan123.imgur.com https://joeduncan1234.imgur.com Last edited by Perq on Feb 13, 2017, 8:21:58 AM
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" Snorkle, death still matters in the idea I'm proposing. If you don't build up the xp bonus (that is, survive) then your xp gain slows to a crawl at high levels. The difference is that you would, in the new scenario, still be making notable progress after a long stretch of leveling that ends in one of those unfortunate deaths I described earlier and Ceri beautifully describes in the quote below. It's a way to make players feel like their time is valued and offset the oneshots (or disconnections that may kill you). " Thank you for this. These same thoughts were in my head when I created this thread. " Dude, I have a level 97 character. Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616 Last edited by Tempada on Feb 13, 2017, 8:33:16 AM
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" A hint here. Death penalty is not the problem. Those dumb mechanics (Volatiles and so on) are the problem. Patching those dumb mechanics by changing a system that in fact does it job (stops people who keep on dying constantly from leveling past level ~85 or even sooner) is misplacing the work. I can't even start to imagine how builds on SC would look like if this change saw light's day. I mean, most SC builds are already CRIT-FULL_DAMAŻO mongoloid retards - we don't need more motivation to make them any more retarded. :2 " So, uh, what is the problem? :@ Real knowledge is to know the extent of one's ignorance. Ignorance more frequently begets confidence than does knowledge. https://joeduncan123.imgur.com https://joeduncan1234.imgur.com Last edited by Perq on Feb 14, 2017, 4:18:44 AM
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And what is the problem with bad builds making it past 85? What do they really get out of stopping bad builds from at least being playable? What does it matter if mr bad player can progress slowly on his bad build? - one of the major effects of it is that the amount of builds that make sense to play is drastically reduced. Also as other says it discourages players from pushing their limits going against the hardest content that they can and discourages them from fighting map bosses and instead promotes running easy safe maps and content.
The balance and oneshots in poe is never going to get fixed. They love scaling everything with such large factors that when enough of them convene its just gg. I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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" Why should people be rewarded for losing? That's ridiculous. I agree that the one shots aren't ideal though, but unless vaal pact and disconnect macros get nerfed some how they're probably not going anywhere. They're pretty much all telegraphed though, so it's not like they're random. |
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I have no love for bameth and volatile. I think vol should be reworked to have a timer so you can notice and have that moment where awareness and skill means you can get out of the way just like burning man and bearers. Heres a monster and if you kill it in melee range you instantly die, and it could be any rare monster so if you are melee be terrified of every single rare monster in the game and always find a safe spot when a rare monster comes on the edge of your screen and mouse over it to be sure + dont attack any devour or drop bear etc that just spawns right on top of you but kite back and try and lose the monster until you can verify its not vol blood and when you spot vol blood do not attack that monster at all or always have a ranged attack equipped on every melee to take the monster out without being in melee range.... which dev thinks that is good for melee builds?
Vol blood makes life melee feel like playing a fullout dps ranged char who cant take reflect because theyre glass cannon to the max. They have to be constantly scared of reflect, and that is the punishment for making an unbalanced build, its an intention punishment. What are life melee being punished for? For being life melee? Why is that being punished? I chose to play life based melee so now I must be terrified of attacking rare mobs in melee range? Out there we have a dev somewhere whos still "nope, its fine, thats supposed to work like that"... that fucking guy, seriously, hes an idiot who doesnt play high level life based melee. Thats my take on vol blood. Bameth, theres vids out there of it spawning off screen and vaal DD killing 10k+ life pool chars before hes even been on their screen... yeah its not right. But those are issues that need dealt with, I dont think you keep those issues and take out the xp penalty, you keep the penalty and stop killing players unfairly by dealing with these individual issues, thats my take. " Its the same thing tho right? you lose time, its the same thing but you believe its psychologically better. I dont, for me losing the xp and then having xp I get if I keep playing being 100% effective would probably feel better than not losing the xp but knowing if I keep playing Im now playing at a slower rate, I think Id rather not have the play in front of me devalued, Id rather lose the play behind me. Its swapping "well all that time I just spent was wasted" for "if I spend more time on this char its wasted". If its the same thing then logic says neither is better, and Im not sure that even in an illogical way the second one feels better, thats individual perspective. It kind of ends up worse right? Because at 0xp you can go and try out something horrible and die without losing anything, with your method you still suffer the penalty even at 0xp because its about xp in front of you not behind you, so from that sense your way of doing is actually worse for players because theres no floor they cant fall below. Unless you only have 1 of these stacked, so then they can die 5 times in a row at any point and only suffer the same sort of moving forward penalty as dying once, at which point that just forgives the worst sort of death zerging playstyle as much as 1 occasional death. Right now you have a tiny window where you can experiment with content and death zerg, but if you want to move forward towards the next level you must do so properly for the entire 100% xp of the level and not just chain rip through content. I think its just open to being 'gamed' too in unfun ways. So how are we doing this? Map tiers? So I go boss rush how many white tier 7 maps to get my xp booster back up before I feel like I can go back to playing red tier maps again with the full xp rate? go on actual xp instead? So Id full clear lower content? any way around Im not wasting high maps when I dont have my full bonus right? Id go and suffer some really unfun kind of trivial nonsense to get my booster back before using my good maps surely? Last edited by Snorkle_uk on Feb 13, 2017, 2:37:42 PM
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" First of all we all have different goals. Mine is never player level. My goal is kill hardest bosses every season and could give fuck all about anything past 90 becuse if i cant kill them bosses at 90 build is a failure. Second even if your goal is 100 wouldnt that increase plyer retention by making it harder? Say on death? There is no excuse anyway for deaths with shaping or at least very few. You could run infinite lvl 11 strands if you shape right for an easy go it. So then its just time factor. No excuses. Yet y'all keep making them. About volatile - run enfeeble on blas you wont die. Hardcore is too harsh. Doesnt have to be all or nothing. I hate people who think this way. Balance is in the middle. If there was no penalty I wouldnt even take a life node - all DPS all the time. Like HC all defenses all the time. Prefer a balanced approach. Git R Dun! Last edited by Aim_Deep on Feb 13, 2017, 5:49:22 PM
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" theres a vid in the op of a vol blood 1 shotting a 9k life character in a t11 map, 9k life. The map has 1 extra as elemental mod and a 30% monster damage mod. Its not double extra as elemental, theres no shocking ground, no -max, its not a t15 map, its a t11 map and 9k life 1 shot. enfeeble does not save you. Last edited by Snorkle_uk on Feb 13, 2017, 7:23:08 PM
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" Completely undermines idea of levels. If everyone will get to level 100, no matter what, you can assume everyone is level 100. Because what stops you from doing so? So now it is just matter of who can no life more. Welcome to One would then ask a question - if it doesn't matter, why have it in the first place? Also, again, the argument of this X thing is broken, so lets patch it by changing something else. By the way, if you think that they will never fix one-shots, what makes you think they would fix death penalty? Hmmmm? Because if you don't believe in them changing anything, what are you doing here? " There are videos of people finding Mirrors of Kalandra. Does this mean it is something that happens all the time? If you failed to read rare monster description (which happened to be Skeletal Beast) and then got one shot by some very unusual and rare circumstances, does this mean you cannot progress anymore? How many deaths like this will you experience during your gameplay? 1? The rest will be you not reading stuff, or knowing stuff. And no, I'm not saying volatile is a good mechanic (in fact it is among the worst in PoE), but saying that you die day and night because of them is pretty damn silly. Real knowledge is to know the extent of one's ignorance. Ignorance more frequently begets confidence than does knowledge. https://joeduncan123.imgur.com https://joeduncan1234.imgur.com Last edited by Perq on Feb 14, 2017, 4:31:31 AM
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" oh, like once a year it actually kills you if youre playing chars with responsible life levels, Im absolutely not supporting the idea that we need to lose or alter the death penalty because vol blood is currently broken. It does however haunt and influence every second Im playing a life based melee in maps outside of boss rooms, so that once a year is maybe influenced by it being on my mind almost non stop and Im actually a fairly observant player. Im just ranting against it as a general mechanic because I think it needs changed. I think the change is coming, lets see what happens in 3.0. |
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