The -15% exp penalty is obnoxiously bad outdated design.

your right that the -15 exp penalty is badly outdated. you can't lose levels so people can just zerg down bosses after they just leveled. you should be able to lose levels and it will take away your passive point too.
IGN : ArenaMasterSlirche
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Slirche wrote:
your right that the -15 exp penalty is badly outdated. you can't lose levels so people can just zerg down bosses after they just leveled. you should be able to lose levels and it will take away your passive point too.


Hardcore league called to remind you that there's a place already prepared for people who think more along these lines ;)
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
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Slirche wrote:
your right that the -15 exp penalty is badly outdated. you can't lose levels so people can just zerg down bosses after they just leveled. you should be able to lose levels and it will take away your passive point too.

Why not some GGG employee come at your house, take your dog and wife also? Maybe your lunch money if you happen to be just a kid.

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Nagisawa wrote:
What does a Death Penalty bring to the game in the name of Fun?

A few people here seem to have forgotten what is the reason of gaming after all, fun and relaxation. But then again, different people enjoy different types of fun. All of this should be just fine and dandy as long as a group does not try to force another into enjoying the type of fun they actually don't find entertaining at all.
placeholder for creative sig
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Slirche wrote:
your right that the -15 exp penalty is badly outdated. you can't lose levels so people can just zerg down bosses after they just leveled. you should be able to lose levels and it will take away your passive point too.


I am a softcore player now and I go along with this. Honestly as shitty as it sounds I think everyone should start on Hardcore. It gives you as a player such an appreciation of keeping alive and taught me how to play (in keeping alive terms) faster than I would have in softcore.

So much will become viable in softcore in time. Once more decent gear is farmed and spread among the playerbase people will be able to drop defensive nodes in favour of other nodes more than you will be able to in hardcore.



Last edited by KrO#1668 on Feb 12, 2013, 9:22:56 PM
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Nagisawa wrote:
What does a Death Penalty bring to the game in the name of Fun?


In my opinion (and this is the reason I don't mind some sort of XP penalty), it puts a functional cap on your character as an encouragement to re-roll. In other words, the point at which stagnation starts happening, that's the game telling you "Nothing to see here folks... move along!"

That brings fun to the game IMO because it is more fun to experiment with different builds than it is to grind for thousands of hours to perfect one.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
I do play hardcore.

anyways the difference between hardcore and softcore is that the hardcore penalty is much higher for dying. this does not mean that softcore should have no penalty for dying and that a death penalty is an outdated design. consider poe as an action rpg with limited amount of content. this is not an mmo where the team can just churn out content for a subscription fee. once you get to the end, there is not much to do. sure there is a good endgame system in poe and a very high replay value factor with the huge skill tree, but ultimately you are not supposed to just graveyard zerg down content. i mean imagine if there is no death penalty. what monster could you not kill? monsters in poe do NOT even heal after you die. if there is no death penalty, get 2 people, open up 2 portals and proceed to graveyard zerg anything lol. you are expected to be able to beat content without dying. hardcore if you die its over. softcore if you die, then you lose 15% exp which means its not good to conceivably die doing content but its not the end of the world if you die(and no ggg won't steal your wife, kill your babies when you die, your just being ridiculous). you might not be meant to be able to plow through normal then cruel then merciless then maps on your first character. sometimes your dying faster than your leveling in softcore. that's fine, you probably have to get better gear or think of a better spec. just remember that if you could just plow through everything, poe would take around 3 days to beat and then you could just graveyard zerg maps down.
IGN : ArenaMasterSlirche
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Nagisawa wrote:
So here you are, on Merciless doing all the high end maps at level 77. Now, you beeping along, all happy and hardcore like (but not playing Hardcore) and bang, you die. Whatever reason, you are deads.

OK, now you lose 15% XP. No problem, you go again, maybe another map, or whatever, but you're back on track and in less than an hour, you die again. You haven't even been able to get all the XP you lost from the last one, or even if you do.

In other words, you're stagnating. You're not increasing, and you're not ever going to hit the cap.

So I guess my question is this:

What does a Death Penalty bring to the game in the name of Fun?

As I currently have no answer to this, I would like someone, anyone, to answer that, without going 'newb vs. hardcore!' Just answer on a gameplay standpoint for everyone, from new to the hardest of the hard, what does it bring in the name of FUN?


Why are you dying so frequently?

In terms of your question on fun. Death has ALWAYS been a part of video games. There must be a consequence for your actions.

You are supposed to learn from your mistakes and trudge on.
I remember the good old days when dying meant you had to completely restart the game
The game does not adapt to you, you adapt to it.
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Delmas wrote:
I remember the good old days when dying meant you had to completely restart the game

What was so great in restarting the game, again?
placeholder for creative sig
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Slirche wrote:
I do play hardcore.

anyways the difference between hardcore and softcore is that the hardcore penalty is much higher for dying. this does not mean that softcore should have no penalty for dying and that a death penalty is an outdated design. consider poe as an action rpg with limited amount of content. this is not an mmo where the team can just churn out content for a subscription fee. once you get to the end, there is not much to do. sure there is a good endgame system in poe and a very high replay value factor with the huge skill tree, but ultimately you are not supposed to just graveyard zerg down content. i mean imagine if there is no death penalty. what monster could you not kill? monsters in poe do NOT even heal after you die. if there is no death penalty, get 2 people, open up 2 portals and proceed to graveyard zerg anything lol. you are expected to be able to beat content without dying. hardcore if you die its over. softcore if you die, then you lose 15% exp which means its not good to conceivably die doing content but its not the end of the world if you die(and no ggg won't steal your wife, kill your babies when you die, your just being ridiculous). you might not be meant to be able to plow through normal then cruel then merciless then maps on your first character. sometimes your dying faster than your leveling in softcore. that's fine, you probably have to get better gear or think of a better spec. just remember that if you could just plow through everything, poe would take around 3 days to beat and then you could just graveyard zerg maps down.


I don't disagree with you, but I think that the idea you suggested to make deleveling from death a possibility is a suggestion in the same vein as a softcore player suggesting that enemy damage get nerfed in hardcore.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard

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