The -15% exp penalty is obnoxiously bad outdated design.

I'm only level 50 in Act 3 Cruel and I'm frustrated at going two steps forward and one step back in exp. (My problem, I think, is gear but I can't see that improving until GGG improves the trading.)

Frankly I love the gamepley but I don't play to be bludgeoned with exp loss + useless drops (I had one good drop in 20 levels) + RNG crafting + poorly implemented trading.

PoE has leagues so I don't understand why a more "casual" style of play can't be facilitated, but I suspect the vocal uber-leetz-fanbois will ensure the game remains unfriendly to a huge group of players.

I play for a hack-n-slash-loot-fest and at present PoE doesn't deliver the fun very well.
Last edited by Rediron#1411 on Feb 12, 2013, 10:30:40 PM
Softcore is hard :'(
Bet you miss your rmah.
"
boof wrote:
Softcore is hard :'(
Bet you miss your rmah.


+1 to the number of people who really shouldn't be posting

Seriously, either take the time to say something meaningful, or don't post.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
I'm starting to side with the OP, I got to 60 and levelling takes a huge amount of time in comparison to even 50-60. I would be pretty glad if the EXP penalty was brought down to the 6.5% it is in cruel just because of the time difference in levelling makes it about the same loss.
IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
So why should you lose the same amount in a harder difficulty. Seriously, figure out what is wrong with your build and fix.it.
"
Fluttershypony wrote:
Having exp loss in a grindy game where you can randomly go 3000+ -> 0hp in the span of 3 seconds is retarded design.

Now add in bad netcode, rubberbanding, invisible projectiles and burning aura mobs that still do full damage 3/4 of the screen away(in your client) and this is the complete opposite of fun.
What is your definition of fun? Reaching level 100 in a few days?
"
humakti wrote:

I wonder what the developers would really think of that suggest (I don't post any suggestions for the developers).

Why does dying have to have a penalty in all aspects of a game?

Why not have a league that does not have this?

Does it really change your fun knowing that some scrub like me beat the game playing in an easier league?

Why would you care if your league was designed the way it was the most fun for you?

I still fail to see why anyone needs a death penalty at all in every league.

Why does a game need to hurt hard and keep me on my toes? It is a game right? some real guy is not going to pop out and try to kill me irl I hope.


Let me break this up.
1. I think a dev would probably say I have the spirit of the game about right.
2. What do you mean "all aspects"? Last I checked, it only affected XP which only affects character progression in a very small way. XP can be made up in a matter of minutes to hours at most.
3. The devs are against creating any league that's easier than default. That's because it would further segregate devoted, serious players and casuals. Also because they're not marketing this game towards casuals.
The fact of the matter is that you're thinking "me me me" but the devs are just trying to deliver a game that's up to their own standards. Catering to the least common denominators (that is casuals who want the game to have an easy league with free respecs, instanced loot, and no death penalty) would be against their vision and hypocritical since they've always marketed the game for hardcore gamers. I think you need to get in sync with the devs' mindset.

I sympathize with you though. It can be frustrating for me too. I have at least two characters that I experimented too much with and now I don't think I can progress much further with them. It sucks, but that's the way the game is designed, and it makes me want to start over and try again. Can I redo a similar build and make it work? Or can I use what I learned with my mistakes last time to craft a better, more interesting build?

Right now my two characters that I play the most are a marauder who uses bows and a sword/shield ranger. Both characters have proven quite powerful in their own rights, and I have high hopes that I can make it to the endgame with them. That said, if it turns out that I hit a brick wall and they can't really get much further, then so be it. I learned something and I had a hell of a time.

As far as deaths go, I have never really been bothered by them. Sometimes I'll die on Merciless and just say "Well fuck this for now." I'll need to let it stew a bit before I want to try to regain all that progress and XP again, but it doesn't put me off of the game or that character entirely. I think that's how you're supposed to feel. It should be discouraging to die because 90% of the time you could've avoided it by maneuvering better, preparing better resistances, leveling up a bit first, etc.

I'm sorry if I came off rude earlier by saying "Move along." That was just my way of saying this is never going to be an issue that the devs are going to reexamine, I think, and it's best to just accept this part of the game's design. If you would like to find an easier ARPG I'd recommend Diablo 3, Torchlight 2, or Akaneiro.
Last edited by teacherpeter#1699 on Feb 13, 2013, 3:21:12 AM
"
Atraps003 wrote:
"
Fluttershypony wrote:
Having exp loss in a grindy game where you can randomly go 3000+ -> 0hp in the span of 3 seconds is retarded design.

Now add in bad netcode, rubberbanding, invisible projectiles and burning aura mobs that still do full damage 3/4 of the screen away(in your client) and this is the complete opposite of fun.
What is your definition of fun? Reaching level 100 in a few days?


You cant reach 100 in a few days even if you dont sleep, piss, drink and eat...

And even so what would changing teh death penalty hurt for real ?

If you think ppl are leveling way to fast then LOWER the exp gained by mobs.

All in all game will lose a big fraction of the playerbase if they dont change the death penalty in some way. I think even you fanatics can agree on that.

Still believe giving the gear durability which lowers upon death (and some orbs for repairing that which would be rare), or a new casual league with less exp gained for those that wana have fun and take it more easy and just have fun like myself.

You have to understand that THIS current death penalty system has been in many "old" games but it has been either removed or changed because it made a big portion of the playerbase simply not play. The fact is many players just want to come online and play for fun instead of being sort of masochistic.

Also having it this high in a part of beta which is really badly optimised and full of bugs is just lol. Its not like there aint no mobs and bosses that one-two shot you even without the already mentioned rubberbanding, lag and fps drops.

Change the build you say? How many times do you think a player will remake a character and star over again from 0 ? And i am talking about a normal player not one of you fanboys lol.
Last edited by ljubisa24#5309 on Feb 13, 2013, 3:58:29 AM
"
SL4Y3R wrote:
So why should you lose the same amount in a harder difficulty. Seriously, figure out what is wrong with your build and fix.it.


Are you really that thick or you just pretend to be on the forums?

Flawed builds are surely one of the reasons people die but even perfect builds can not prevent you from dieing. Same goes for gear, you can still die even with the most crazy gear. High level HC deaths of recent days are the example--great gear, super-tweaked builds--they still die.

The penalty for dieing is obnoxious. In fact, it makes perfect sense not to scale it up with difficulty since it is flat %. Each consecutive level is requiring more experience than the previous one. This means that the penalty is also higher when you die on higher level. The fact it goes from 5% in Cruel to 15% to Merciless is just massive nuisance.

Now the most important point from my view. The penalty is fine at Cruel and early Merciless because you can easily regain the experience by grind in areas within appropriate level range.

The penalty get disproportionately punishing for 70+ because there are no readily available areas to grind at. Static areas are severely punished by diminishing returns. Maps are drop only and may or may not be available to a player.

Level 75+ is almost masochistic effort to level up. Add to that a draconic penalty, which can literally set you back hours.

The penalty should stay in the game, however, GGG should rebalance it across all level range and also adjust it to currently available content.
I guess this really isn't an issue for me as I never play softcore in these type of games, but there has to be some sort of penalty for dying in softcore. If there's no penalty, softcore would consist of nothing but glass cannon builds.
Last edited by pzlate#2693 on Feb 13, 2013, 4:49:40 AM

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