Experience Loss Penalty for Dying = Punished and Stuck for Trying New Builds and Abilities

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golem09 wrote:
That's why it's called "higher difficulty"...

I think if you die with your build, you have the answer whether or not it works.


That really isn't true. It may just mean that you play it wrong, or that you need to change some tiny detail, or that you got unlucky.
Or that you fucked up at a key moment.

That's always how I die. I sometimes used to think "Oh God my build sucks! I died!" but then I realized I just was doing it wrong. I think that's the case most of the time.

Manage your potions better, keep upgrading your gear, etc.
The experience loss adds to the fear of dieing. I think it's a good mechanic.

Just test you builds/gear in easier areas. Once you know it works and you're somewhat comfortable with it, get back to leveling. =D
I meant if you die constantly, because that's when you don't progress with your exp. And if you have experience with not dying so far ;)
How bout the exp penalty for DCing???
Getting sick of losing exp cuz the client is flaky.
( client has stopped responding)
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ApocalypticTrick wrote:
The experience lost for dying in higher levels is too harsh. I want to try new and different builds and abilities, but then when it doesn't work out and I die, I lose a ton of experience and can't level up.

Please decrease the amount of experience lost upon dying on higher levels.

I feel that to progress with leveling I'm very limited to stick to what I started with and there's very little wiggle room for experimentation due to the experience loss penalty when you die.

It would be even better if there was no experience loss when you die. It's motivation enough not to die, so you don't have to back track through miles of terrain to get back to where you died.



I test new build in Hardcore mode. Just because that is the only mode I play.

Do some research, and make use of the offline skilltree stickied in the general forums.

Common sense goes a long way. It is extremely hard to mess up a build so badly that you cannot continue through the content.
"That's how you die properly, Sailor Boy.."
I dont mind the exp lost at all, even in merciless which was looking like almost 20% exp lost? not sure thats just what it looked like. maybe 15%?

either way it seemed like a lot but I was trying to do optional quests so I cant complain.
R.I.P. my beloved P.o.E.
I disagree with the extreme leap in death penalty from cruel to ruthless. I think this is crazy. I've had no problem leveling and enjoying the game up until level 42 and hitting ruthless. Now, after 45 minutes of playing my net xp gain is zero.

My build up to this point was not predicated on pure defense which is now what I need for survivability. So, you have a death penalty that doesn't resemble or is not cohesive with cruelty difficulty and a passive system where YOU can not re-work your entire build.

The leap in the size of the penalty needs to do be dropped.

This is the first thing in this game that I've encountered that is a no-go for me.

If this was to go live, I wouldn't be playing.
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stlcsl wrote:
I disagree with the extreme leap in death penalty from cruel to ruthless. I think this is crazy. I've had no problem leveling and enjoying the game up until level 42 and hitting ruthless. Now, after 45 minutes of playing my net xp gain is zero.

My build up to this point was not predicated on pure defense which is now what I need for survivability. So, you have a death penalty that doesn't resemble or is not cohesive with cruelty difficulty and a passive system where YOU can not re-work your entire build.

The leap in the size of the penalty needs to do be dropped.

This is the first thing in this game that I've encountered that is a no-go for me.

If this was to go live, I wouldn't be playing.

why that soft-hearted ? And a leap in size is not viable cause it is already goes in this way 5/10/15.

This is already a joke in numbers, and quite merciful, could be 5/15/25 ratios from Normal to 3rd difficulty.
"This is too good for you, very powerful ! You want - You take"
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BrecMadak wrote:
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stlcsl wrote:
I disagree with the extreme leap in death penalty from cruel to ruthless. I think this is crazy. I've had no problem leveling and enjoying the game up until level 42 and hitting ruthless. Now, after 45 minutes of playing my net xp gain is zero.

My build up to this point was not predicated on pure defense which is now what I need for survivability. So, you have a death penalty that doesn't resemble or is not cohesive with cruelty difficulty and a passive system where YOU can not re-work your entire build.

The leap in the size of the penalty needs to do be dropped.

This is the first thing in this game that I've encountered that is a no-go for me.

If this was to go live, I wouldn't be playing.

why that soft-hearted ? And a leap in size is not viable cause it is already goes in this way 5/10/15.

This is already a joke in numbers, and quite merciful, could be 5/15/25 ratios from Normal to 3rd difficulty.


Sorry man, but asking me not to die for 25% of my level just to see a small gain if I did die? How would I progress? I wold eventually be stuck playing sections over again to "gear up" and maybe level a little more if XP isn't being penalized too much for fighting lower level monsters. Sounds a bit too much like D3 :)

Since this game seems to draw alot of inspiration from D2, I am going to compare. D2 was not a terribly hard game. Unlike this game, D2 had pretty much limitless potion spam to overcome some of the burst damage. This game, you could very easily run out(or frantically hitting the wrong key) and die very quickly. I don't think players should be punished so harshly for that. I think even the current rates are a bit high.

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