Pros and Cons - Death Penalty

Oh, now I understand. The whole game is about you and balanced around your persona and your hardware.

Geez, now I also get it why threads are opened with a reminder 'please don't answer if you play std'.

Sure, you can also delve deep as f*ck playing HC. So, why don't you, then?
If you try to spew out that something is a "fact" don't throw hissy fit when its been proven that its not.
I believe the dp serves an important purpose and if it should ever be replaced, that new mechanic must fulfill the same purpose. It's been elaborated plenty of times, but for the record, it boils down to: It forces you into a balance of offense vs defense.

That said, he is right with this point:
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vmt80 wrote:
The reason I referred to rules changing after level 95+ is that essentially anyone wanting to get those last levels need to play the game as if they were playing HC mode.


You gotta play like HC: Either be really tanky or mostly skip content not suited to your character's type of defense. Example: Rangers will avoid narrow tunnel maps, "real" melee will avoid open areas with ranged monsters. ymmv.

So, yes, after level X (which depends on your patience, frustration tolerance and personal skill), SC does in fact become like HC. Whether that is a good thing or a bad thing is your personal opinion. And those are all equally valid, even those that differ from your own.
May your maps be bountiful, exile
There is a vast difference between losing 10% exp or your entire character. This is like gambling a couple of hundred dollars vs gambling your entire house.
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Johny_Snow wrote:
There is a vast difference between losing 10% exp or your entire character. This is like gambling a couple of hundred dollars vs gambling your entire house.


Arguably true :)
If getting 10% XP costs you a similar amount of time as getting to that level from scratch again, then the difference is not soooo great. But it anyway does not matter, as the point of comparison for this particular argument is not the punishment, but the playstyle which is "enforced".

There is one significant other option though: If I don't care about getting higher than level X, then I can play the most ludicrous glass cannon in SC once I dinged that level. So yes, some differences do exist.
May your maps be bountiful, exile
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Anonymous1749704 wrote:
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Wladicorist1 wrote:
of course im going to die lol


It was your decision to play a glass cannon, so stop bitching. [Removed by Support]


im not playing a glass cannon
you can stop your insults here :)

if i have to play my dead eye with 99999 hp
then the game has of course a balancing problem ...
"There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019
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DER_PSYCHOPATH wrote:
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Wladicorist1 wrote:
of course im going to die lol
but if i have to play every single build on defenses then the game has a problem in its balances ...

No, it doesn't. There's a huge difference between getting 20-30% damage reduction and getting 90%, and the former can be expected from any player without issues.

Every single build needs a minimum of defences to survive a single hit in order to not die, and punishing people for denying this is alright.

If you play well enough to never be hit at all, ever, then running around with no mitigation is not a problem. If you're aware that what you're playing is a glass cannon and are fine with the repurcussions including the occasional death and resulting penalty, there are no issues.

However, when you refuse to take options that are available to you for no other reason than a notion that it shouldn't be necessary, you really can't blame the game.

I play glass cannons all the time, and I do die regularly. Some people check their deaths in videos about meme builds and they still have fewer deaths than most of my characters at that level. But I have never gotten the idea that somehow something or someone else was responsible for this.

I can't evade all the damage -> I'm the one who failed evading all the damage. I don't say "well, the game shouldn't have hit me that hard".

Of all the boss fights in the game, Act 10 Kitava (and its map equivalent, wherever that was, Lava Lake, I think?) is the worst telegraphed, I believe, and I still haven't figured out how to do it deathlessly. I honestly think the fight could be made easier to understand, but countless HC players prove that it's my mistakes that actually kill me. Or my laziness in researching and practicing the fight.

While I do think, that this fight in particular is not proportional to the difficulty of the rest of the game, I don't think I shouldn't lose exp if I die to it, or that my glass cannons should face tank it.


i dont refuse
robmafia was blaming me for playing without defenses
but refuses to give me a look on his profile or any tips to survive better
lol
changing one or two flasks wont help me that much against a one shot ...
what do i have to wear then? kaoms heart? i have one and still the 2k evasion from my current chest removes like 6k of my evasion ...

your opinion is that its not a balance problem
mine is that it is a balance problem

are we done ?
"There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019
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vmt80 wrote:
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Slaanesh69 wrote:
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DER_PSYCHOPATH wrote:
Pros:
-Teaches you to improve on your flaws instead of ignoring them.
-The equilibrium you reach between experience and death penalty permanently keeping you from leveling further is indicative of the practical quality of your build.
-Has a small but distinctive influence on the number and extent of glass cannons played.
-Indicates a level of difficulty and challenge.

I could go through other threads and find more, but I hope it's not necessary.


I don't want to be the one bumping these threads either, but this post was so well said and so right I had to do it.


No it wasn't, it was well put only from a certain competitive point of view, and yeah, you had to bump the thread just to affirm what YOU saw to be the right way about thinking the game, didn't you.

From a certain casual view, it buggers people immensely that HC oriented players or those who care the most about rushing to 100 come here teaching how taking away other players' progress is a good feature. I do get it -those players have a different way of thinking the whole game. But it most certainly is not the only valid view, yet alone the view most PoE players would share.

There are no grounds for further discussion, because those players also see themselves entitled to decide the acceptable mindset of a PoE player. So let the trolling continue.


Lol who the hell are you, anyway? 8 posts out of your 170 are in this thread and you didn't even start it. And you have the nuts to harshly judge MY opinions by simply overlaying yours? I think we need a simpler thumb up/thumb down feature here so we don't have to read judgy, pedantic crap like this.

Yeah, Dr. Obvious Brilliantpants, I bumped it to show my support for that point of view. Apparently by saying I thought it was "so right" I invalidated your apparently precarious position too much? Methinks you project too much - who is acing entitled here?
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SisterBlister wrote:

There is one significant other option though: If I don't care about getting higher than level X, then I can play the most ludicrous glass cannon in SC once I dinged that level. So yes, some differences do exist.


Yes, it's the GREATEST problem of current death penalty (DP) - it cant reduce your level, so essentially, if you dont plan to level up further, DP is as good as NONE for you!
I think that DP should reduce player's level, if he has less than 10% XP bar remaining (for example, if you had 5% XP bar, you'll end with -1 level and 95% XP bar after death). Such DP will be fair for ALL players, and they'll always care about surviving (as it should be in Wraeclast).
Of course, enemy adamge scaling should be changed as well, so there wont be "sudden oneshot death" scenarios for careful and tanky characters...
And of course, even lvl100 characters will be subjects to losing XP and levels if they die. This way, lvl100 will not be a "permanent perk" anymore (at least, on SC). XP penalties at higher levels could be reduced, so getting to lvl100 wont require being a robot-nolifer.

IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
Last edited by MortalKombat3#6961 on Oct 25, 2018, 1:39:56 PM
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MortalKombat3 wrote:
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SisterBlister wrote:

There is one significant other option though: If I don't care about getting higher than level X, then I can play the most ludicrous glass cannon in SC once I dinged that level. So yes, some differences do exist.


Yes, it's the GREATEST problem of current death penalty (DP) - it cant reduce your level, so essentially, if you dont plan to level up further, DP is as good as NONE for you!...

I see it as a positive effect of the dp:
1. Every once in a while, you get to go ham "for free" (except for the other losses: delve, lab, portal). This change of pace makes the game less monotonous.
2. And all the time, you need to make a choice: Do I run this high IIQ but dangerous map now or do I play it safe and wait till I've dinged the next level? This causes some tension and also some anticipation of joy. Both positives.

So hell no, those are good things to have! Keep your masochist suggestions to yourself, unless they would affect only you and not everybody else as well.
May your maps be bountiful, exile

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