The -15% exp penalty is obnoxiously bad outdated design.
" One question... how did D3's lack of a death penalty prevent carrying? The player being carried doesn't even need to be present when you kill diablo let alone do the other quests!!!! You can just sit in town... Seriously, how can you honestly say that they 'prevented carrying'. Hell, there are even ways to get XP in town while someone carries you through the content. The death penalty in D3 FAILED MISERABLY. There is a reason that everyone stacks damage, damage, and more damage in that game (softcore)... its because dying doesn't matter in the slightest. Last edited by thepmrc#0256 on Feb 5, 2013, 7:29:03 PM
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" Repair costs, thats how. If you constantly die (which happens when you are carried and underlevelled, you basically get one shot by the boss), you will basically have almost no gold when you proceed into the next act, and your terrible gear means that your experience in the next area would be so painful that you would probably just wished you didn't get carried Also if you don't actually participate at all in boss fights, unless you are overgeared/overlevelled in the fight, having one useless person is enough to make a boss fight incredibly hard with respawn timers |
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I get the "pro-arguments", but it's a bit too high percentage wise and it can be really really frustrating. Dieing 5x in a row because of rubber banding or lag is just silly. Everytime that happens I regret going pure caster/ES witch lol.
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" Considering I have carried a player 1-60 in about 5 hours in HC with MP10 I think your assumptions of constantly dying is far off base. You can stay well out of danger and still get xp. Well geared characters completely trivialize the content and the amount of gold that drops completely trivializes the death penalty. Again if death was meaningful (like it is in PoE), players would value defensive statistics more than damage. No boss is difficult in D3 if you have decent gear. My monk could carry 3 invalids on mp8 ubers and he isn't even that amazing. Last edited by thepmrc#0256 on Feb 8, 2013, 2:23:05 PM
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" I doubt most people play ARPGs for the challenge. At least for me it has always been about progressing my gear and character by killing swarms of mobs. You don't want it to be too easy as that gets boring, but being punished for playing recklessly in this type of game is stupid IMO. | |
"Actually, it's worst than that. The XP penalty is forcing the 'One True Build' syndrome. Now, with all the choices in the skill tree you're probably thinking, "What 'one' true build? Nagi, you're a moron." Well, I am but that's not the point. The point is that all the builds that are in the top end of the game use a 'ranged' attack of some sort. Lightning Strike and/or Ground Slam (which can hit targets well before they can get close to you), or spells and arrows. The 'One True Build' is don't Melee. At all. That's not Challenge, that's Bad Design. |
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" I agree. I play the game for the fun time I have. A challenge does not really enter into it. In fact the game offers a mode that is a challenge. I think it is called hardcore. Anyone who selects default probably realizes they do not really want a challenge but a fun time playing a game. |
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They should not even have released hardcore mode until the servers stabilized. It's going to cause massive frustrations for death over lag and desync. It not very funny to die suddenly when the nearest mob is 10 meters away from you and not doing anything.
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" No one has, the highest so far in OB is level 87. |
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" This isn't really a counter argument because people could get from 1-60 even while wanking. And people did have to value defense statistics, if you were monk, you basically had to put 4/5 of your abilities into defensive ones and leaving your offensive ability to something like Thunder Strike In any case, the current exp penalty is stupid and badly designed. Im not for removing a penalty, I however strongly agree that the current penalty is really badly designed, and its actually impacting the games balancing severely (to the point where any successful late game build is now just HP tank maraders/templars) because if you are not sitting at 3k+ HP when you reach the later stages of merciless, you basically get one shot. I guess it can be a whole cause/effect discussion, if builds that weren't purely defensive were more viable than the EXP loss wouldn't be so hard on them, but even then, EXP loss does harm more offensive based builds much more than the defensive ones, and its mainly due to how the EXP loss is scaled (its just a flat 15%) Either the exp loss is scaled better, or its changed entirely so its not so punishing for certain builds, and doesn't allow gimping as it does in the current form (like being able to be carried through bosses with portal scrolls when you just gain a level) Hell, having armor break when you die (which you need to repair with some orbs, the amount of orbs increase as you level) sounds like a better idea as a death penalty. |
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