The -15% exp penalty is obnoxiously bad outdated design.
" I always enjoyed the classic corpse runs, that was challenging. |
![]() |
I find the penalty perfect, adding some risk / challenge.
It could be much worse, like another game, where not only did you lose experience (and could lose levels) when you died, you also left a corpse with all your items/belongings on it, and if you didn't manage to reach that corpse within a certain alloted time, the corpse and all the items would disappear. Alexis
*smiles* =@[.]@= boggled =~[.]^= naughty wink |
![]() |
" Only a mentally challenged moron would name their account fluttershypony. Go back to your clop clop threads and stop bitching about a games mechanics that are working fine. |
![]() |
" What is the good reason? I haven't seen it yet. Could you explain why it is bad? What would you prefer as a punishment for death? My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
|
![]() |
" Yes, what he described isn't one. |
![]() |
An encounter against very difficult enemies where you are heavily outnumbered can be very challenging.
The added penalty for dying makes it even more of a challenge, since you know there is something to lose if you die, thus you strive more to avoid death. If there was no penalty at all, you could just use the old strategy of doing as much damage as you can before you die yourself, and then teleport back, rinse and repeat, without any fear of loss. That would be much less of a challenge than trying to stay alive while winning the battle. Alexis
*smiles* =@[.]@= boggled =~[.]^= naughty wink |
![]() |
Dear OP play smarter not harder.
|
![]() |
" You do realize that half of these so called "korean grindcore mmos" don't offer this feature anymore is because they appeal to a child base of players. They want kids of all ages to be enjoying their games and poor their parents money into the cash shops. If they had any type of horrible challenge mechanics than the kids wouldn't be spending money, they wouldn't be playing the game, and their forum would be flooded with complaints. Path of Exile is the complete opposite of what you want. This is a challenging ARPG that appeals to the hardcore gamers that enjoy this type of gameplay. If you don't like dying all the time, losing experience, and failing constantly then this isn't the game for you. Grinding Gear Games won't change the penalty under any circumstance. If they did they would lose a huge player base of their fans. |
![]() |
You dont see this mechanics nowadays for one reason - games have been casualized, too many whines. And I'd be heavily against corpse runs, at least in this game's state, for one reason - DCs that make you lose instances/portals + corpse loot drops would make it unplayable.
|
![]() |
In my opinion the death penalty is a very important design feature in order to make death meaningful.
Yes, some deaths can be "unfair" because of server issue and I see that its very annoying but in the long term the game needs the challance and incentive to play smart. Also its good that it makes balanced builds a good choice and not go full glasscannon. The death penalty gives the right balance between risk and reward for different builds. |
![]() |