Pros and Cons - Death Penalty

How about this:

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We take two variables X + Y and play a little around with them.


We increases the total exp requirement for all levels by X.

New_EXP_requirements = Old_EXP_requirement * X

But by killing monsters that yield EXP all player get a stacking buff that increases overall exp gain. Max Buff strength is limited to X.

Total_EXP = Base_EXP * X

On death you loose all buff stacks. The amount of exp required to get full buff strength is based on your level, base_exp and Y

Max_Rebuff_Base_EXP = Old_EXP_requirement * 10%(current death penalty) * Y

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Now lets look into a practical examples on several chars where we assume our variables are: X=5 and Y=3.

LVL 80 regular Char dies:

Old Penalty System:
He looses 10% (or nothing after ding) of his current Level.
To regain the lost EXP he must complete about 1 of his highest maps without death.

New Penalty System:
He looses no already gained EXP.
But to level efficient and not painfully slowly(5 times slower right after death) he must complete about 3 of his highest maps without death.

LVL 95 regular Char dies:

Old Penalty System:
He looses 10% ( or nothing after ding) of his current Level.
To regain the lost EXP he must run about 15 of his highest maps without death.

New Penalty System:
He looses no already gained EXP.
But to level efficient and not painfully slowly (5 times slower right after death) he must complete about 45 of his highest maps without death.

LVL wHATevER hardcore like char WONT die:


Old Penalty System:
Has no effect on him.

New Penalty System:
Has no effect on him.


By this player wont have the feeling that the game takes something away from them, so they don't have to skip risky content till they ding.
But to gain access to the really high levels they are forced to build an evenly balanced char.

Y and X can off course be adjusted to tune the penalty system. Actually by putting in high numbers for X and Y you could make the new system even harsher then the old. Not that I would recommend that.


By the way, maybe something similar for Item quantity. Because chars that already hit there level sweet spot are not afraid of an EXP penalty. Thats actually how every thread about EXP penalty feels like: Old hogs who already reached there level sweet spot and have by that NO DEATH PENELTY AT ALL, mocking rather new/casual player who criticize this old archaic system.
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LMTR14 wrote:
pro: nothing

con: everything

you know how I finally got from 92 to 93? shaping tier 5 maps. even there the fucking spider (arakali or whatever) one-shot me somehow. only NOW I can complete red and unique maps I gained in the meantime (maybe 10 days for that level?). how about fucking letting me play the game in the first place!!! how come levelling is a completely different task as beating new maps and bosses?!! what fucking kind of game design is that! xp penalty is a cancer and aids combined, it needs to go and so does chris wilson!



have you tried playing better and not dying?

"how about fucking letting me play the game in the first place!!!" - weird, i don't recall this restriction.
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ghoulavenger wrote:
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robmafia wrote:
you're strawmanning words into my mouth.

i never said "A jewel or two isn't enough to make or break a build" - and i never implied such.

i said it should make chars stronger and that the stronger a char is, the less it should die/be less likely to die.

Depends on the situation and on the build. Everything I referenced, better gear AND levels wouldn't be enough to save you.
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robmafia wrote:

and getting "chunked" is not getting one-shot, so i have no idea why you lumped it in with it. btw, there are plenty of ways to avoid getting "chunked" - block, dodge, leech, lgoh, life/es on block...

When you get chunked by flamebearers, you don't have time to hit a flask or regen through lgoh etc. I'm not entirely certain that you can block/dodge flamebearers, but that would be the only real defense against them if you could. I referenced flamebearers and chunking specifically because they are mechanics that can only be easily survived by avoiding them entirely. Gear, jewels and levels would not save you from that. Are there situations you could survive getting hit by flamebearers? Yeah, if you only got hit by one, or the pack was ridiculously small you might stand a chance (I tend to find them on large packs of swarmers myself which would insta-gib my 8k life character pretty easily).
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robmafia wrote:

it is funny that you're arguing that additional jewels isn't a significant help while arguing that "only better gear will really improve the character in any significant way" - what do you think jewels are?

In terms of jewels:

Well, regular jewels much like passives scale what you have. Often times jewels of this kind are worse than passives unless you got them in 2 nodes or less, or you got perfect 4 stat jewels. Which means you probably wouldn't be reaching for a jewel slot in the late game for this type of jewel.

Abyss jewels you have a stronger argument for since they add flat stats. But adding an abyss jewel or two will not compensate for a complete lack of gear, and this also could be OTHER abyss jewels. And if you're stacking such jewels, chances are you don't really NEED more of them anyway. Back in the day this practice was called tooltip warrioring. Since the stats don't really affect your gameplay at all anymore and only serve to improve the size of your tooltip. It is a bit of a perjorative, because such people were usually accused of flexing their e-peen.

So yes, you could theoretically improve your character by adding a jewel, even in the late levels. But not enough to save you from death, and most likely they were unnecessary for damage too. Think of it this way, 5% inc life when you already have 200% inc life is not a substantial boost. Neither is 10% inc damage when you have already have 300%+.

So let me go back and restate the point for clarity: Allocating more skill points in the passive tree in the later levels is not going to allow you to do additional content. Your build should already be fully functioning by the time you hit level 85-90 (so any content you were going to be able to do, you should be able to do by this point, shaper, uber elder etc). So the extra levels don't really add a whole lot to your survivability or to your damage -- although you got a point, if you're a life build, you do get a few life every level, a level 100 character might have 300 more life because of it (12 life * 200% life * 10 levels = 240 extra life). Better gear might, but more likely a better build in general.


...wtf are you talking about?

FACT: the stronger one's char is, the less likely it is to die.

you keep going on and on about "not enough to save you from death," whatever that means.

the fact that you're trying to argue that jewels aren't strong/jewels aren't gear is rather astounding.
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robmafia wrote:

...wtf are you talking about?

FACT: the stronger one's char is, the less likely it is to die.

you keep going on and on about "not enough to save you from death," whatever that means.

the fact that you're trying to argue that jewels aren't strong/jewels aren't gear is rather astounding.

But it's not a fact. It's not even a very good opinion. The power you gain from levels after 85-90 is just not very much, and the monsters don't scale down just because you're a few levels stronger. It just doesn't work like that. Better gear might help, but more likely just a better build in general would do significantly more than having additional levels.

And if you read what I wrote, I do believe I included jewels as gear, but jewels alone do not make a survivable build, and even if they did, you'd be done by the time you got to level 85-90. Upgrading previous jewels will have more impact than adding new ones at that point.

@dickslicksficks I'd prefer the current death penalty over that. Carrot and stick mate, carrot and stick. You don't offer a carrot, just a stick.

@LMTR14 If your objective is to hit level 100, then you're going to run into issues regardless of the death penalty. It is a long boring unrewarding grind. You have been warned.
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ghoulavenger wrote:

But it's not a fact.


FACT: the stronger a char is, the less likely it is to die.

this is indisputable.

you seem to believe characters are supposed to die and have to die vs ____. i have no idea why you'd believe such a thing, but the whole 'getting chunked by bearers' was absurd, as if people can't just move their cursors outside of the very visible damage area...
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robmafia wrote:
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ghoulavenger wrote:

But it's not a fact.


FACT: the stronger a char is, the less likely it is to die.

this is indisputable.

you seem to believe characters are supposed to die and have to die vs ____. i have no idea why you'd believe such a thing, but the whole 'getting chunked by bearers' was absurd, as if people can't just move their cursors outside of the very visible damage area...

That's exactly my point. You don't tank bearers or anything else that can kill you. You avoid it.
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robmafia wrote:
no one should really be getting one shot, though.

generally speaking, all that should one-shot is highly telegraphed. ie: vaal/dominus/malachai slams. glass cannons aside, but they have a different strategy...

as for better gear - that's the point. more damage nodes/jewels (generally life or es and 3 increased damage) make gear upgrades all the more stronger.

one truly should be dying less, the stronger one's char is. this should be rather indisputable.


page 3.

btw, i tank bearers all the time. *laughs in gladiator*
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Last edited by robmafia#7456 on Oct 18, 2018, 5:03:08 PM
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robmafia wrote:
"
robmafia wrote:
no one should really be getting one shot, though.

generally speaking, all that should one-shot is highly telegraphed. ie: vaal/dominus/malachai slams. glass cannons aside, but they have a different strategy...

as for better gear - that's the point. more damage nodes/jewels (generally life or es and 3 increased damage) make gear upgrades all the more stronger.

one truly should be dying less, the stronger one's char is. this should be rather indisputable.


page 3.

Yes, you use the same information and yet believe that being stronger would mean you die less, despite the fact that you die to pretty much the same things -- which was my point.
*sigh*

one shots are moot, because no one ever said we're supposed to tank telegraphed slams/etc.

which leaves your bearers chunking, which:

can be tanked.
can be easily avoided.

so i'm not sure what you're arguing.

btw, even 'slams' can be tanked. ie: shaper/uber elder.

FACT: if you have more life/defenses/dps, you will be less likely to die than with less life/defenses/dps. i honestly can't believe you're trying to argue otherwise.
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robmafia wrote:
*sigh*

one shots are moot, because no one ever said we're supposed to tank telegraphed slams/etc.

which leaves your bearers chunking, which:

can be tanked.
can be easily avoided.

so i'm not sure what you're arguing.

btw, even 'slams' can be tanked. ie: shaper/uber elder.

FACT: if you have more life/defenses/dps, you will be less likely to die than with less life/defenses/dps. i honestly can't believe you're trying to argue otherwise.

I never did argue otherwise. I argued that as soon as your build is complete (which happens well before level 100, usually at level 85-90) levels beyond don't provide any significant advantage.

Facetanking slams is VERY dependent on build and should be doable by level 85-90 as well. Basically, taking everybody to level 100 isn't going to magically make them capable of tanking slams.

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