Death Penalty Adjustment Discussion

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Real_Wolf wrote:
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Thadenkeen wrote:
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Barivius wrote:
When you die in this game multiple times, it is because your build or gear is not good enough. The fact that someone could make it to 100 zerging tough bosses and using 6 portals makes me ill. We'd be playing maps with more quantity since the only measure of failure is if you die > 6 times.


I have to disagree with you on this one, i rarely die due to my build or gear. I do die, a lot, from dysc.

I believe this is were most people get frustrated and give up. Like the OP, many friends have left POE and went back to D3, because of it.

So i agree in that regard, you are punished (death = xp penalty) for something you have no control over. which makes leveling a real PITA..

Am sure many have commented, 'another one of these threads!' yes, another one. They should keep coming until GGG listens and does something. This games lives and dies by donations (micro-transactions), player base continues to drop, so do those donations. This topic seems to be the biggest concern and yet nothing seems to change.


Side Note: I for ONE:

Can live with dysnc & Dying if i had a choice between xp loss or pay an orb (say an alch), but dying and losing XP from nothing i did, frustrating as hell. I purchased my last supporter pack, and i wont buy another one while the game stays like this.. i know that doesnt mean much to you all and probably even GGG, but it does to me.

peace..





There are a few things completely wrong about this:
The first is saying that you die from desync as if it was impossible to not die. Strange that people play HC and don't die then. Sure desync might aggravate the death, but it is potentially possible to not die ever, so anytime you die you SHOULD take responsibility for it and not just blame something else. Disconnects due to internet cutting out is completely different, but desync is avoidable, and indeed since I last returned I have seen it once where it had an effect (needed to be teleported). And that is using flicker (albeit with understanding of what can cause desync and knowing how to tell when out of sync)

The second part is that people who go from PoE to D3 obviously are after a different game. They used to be slightly comparable, but with how D3 works now they are different types of games. Might as well be saying "they have gone back to Cod4 because dying there doesn't matter"

Finally on the subject of 'one of these threads', the reason this is said is because player base continues to rise (seriously, it is getting bigger each act, check the ACTUAL stats), and the DEVELOPERS who decide this have said "We are happy with hwhere it is at".

Everyone agrees that if there is a better option it could change. No one with any logic behind their argument thinks that it should be removed and left removed



its not avoidable as a melee attacker, when you are swinging at a mob and you dont hear the hit sounds and the game 'catches up' and you are dead
nor is ir avoidable when you whirlwind away from a mob only to rubberband back and you are dead..
Dysnc for many is real and unavoidable.. server am playing on in TX, my ping is below 50. I have consistent 110 or higher download speed.. so its not my connection, its the netcode in the game, and that's not avoidable either.. ;)

D3 - I have never experienced lag, nor have friends, thus the reason to leave POE and play D3 was the point i was alluding to.

I would enjoy seeing those stats on the player base increasing, if you would provided them. thanks

I can see both arguments to the issue.. but then again am at work and not playing, thus i havent just lost hrs of xp due to that 'unavoidable' dysnc thingy I referenced earlier :)
Without bleating about my deaths again. I was purposely taking my time and was thinking 'OK, nothing stupid, no need to rush', I was in an outside Dry Peninsula map and the devourers got me, twice.

I'm not really sure how I could prepare to avoid these deaths. I've taken the xp loss, it's done and dusted I just think it's shitty of the game to cause it.
Devourers, Leapfrogs, and Dropbears (somewhat) are all in pretty poor taste. Dropbears do not deal damage as they land, and even if you stop, you might only spawn less of the pack until you move forward again, so they can be pretty tame for the most part.

Leapfrogs chain stun easily and very fast. When Goatmen do it, its very slow, they have a slow travel time and also deal less damage which make them alright to have it. Frogs on the other hand attack much faster by nature and they're much stronger, which make them a very frustrating death.


As long as you're constantly moving, they aren't as much of a threat, but devourers do deal damage coming out of their holes once they're completely out (or i think they have some melee attack they do, they do something). if you got stunned by any of them then its a good chance you're gonna take several hits. While the first set of devourers might be a surprise, luring out future packs by staving on the move with a fast move speed or via movement skills should be pretty easy.

I feel that not every monster type should exist in such large packs. Devourers and things like the frogs who chain Leap Slam are good examples, especially if they're hasted
Last edited by darkwolf7786#1507 on Mar 18, 2015, 7:36:27 PM
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darkwolf7786 wrote:
Devourers, Leapfrogs, and Dropbears (somewhat) are all in pretty poor taste. Dropbears do not deal damage as they land, and even if you stop, you might only spawn less of the pack until you move forward again, so they can be pretty tame for the most part.

Leapfrogs chain stun easily and very fast. When Goatmen do it, its very slow, they have a slow travel time and also deal less damage which make them alright to have it. Frogs on the other hand attack much faster by nature and they're much stronger, which make them a very frustrating death.


As long as you're constantly moving, they aren't as much of a threat, but devourers do deal damage coming out of their holes once they're completely out (or i think they have some melee attack they do, they do something). if you got stunned by any of them then its a good chance you're gonna take several hits. While the first set of devourers might be a surprise, luring out future packs by staving on the move with a fast move speed or via movement skills should be pretty easy.

I feel that not every monster type should exist in such large packs. Devourers and things like the frogs who chain Leap Slam are good examples, especially if they're hasted


This I will definitely agree with. Drop bears I don't mind too much but devourers in packs are just bad. They should be a solo enemy always. Its like a pack of evangalists with all bubble shields up just is a pain, or a pack of arc mages (not as bad anymore), which shoot 6 arcs at once every second and you can't dodge arc.... or for those old school going into the ship graveyard cave and getting flickered 20 times in a second
One very important point nobody has mentioned here is the league design of the game and how it's supportive of "trying new things". While so many cry about the sky falling if the death penalty was removed (or adjusted) from the core game, the simple fact is we can only find out what the impact of an adjusted or removed penalty is by seeing it in action.

GGG should create a 3-month league to try this out. As a matter of fact, I think it would be an excellent test. Watch the metrics of leveling, the number of players that continue playing (and don't quit a character or the game after death at high level), and compare those metrics to the other/prior leagues with the current mechanics. Heck, to protect the economy they can even wipe characters at the end rather than migrate them to standard (if they're worried about imbalance from it). I would certainly play that league, as would my friends who quit due to the penalty. Heck, my wife would probably try it out as well.

After the league, GGG can then determine if they want to change the mechanic for the rest of the game.
All that and a bag of chips!
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Mooginator wrote:
One very important point nobody has mentioned here is the league design of the game and how it's supportive of "trying new things". While so many cry about the sky falling if the death penalty was removed (or adjusted) from the core game, the simple fact is we can only find out what the impact of an adjusted or removed penalty is by seeing it in action.

GGG should create a 3-month league to try this out. As a matter of fact, I think it would be an excellent test. Watch the metrics of leveling, the number of players that continue playing (and don't quit a character or the game after death at high level), and compare those metrics to the other/prior leagues with the current mechanics. Heck, to protect the economy they can even wipe characters at the end rather than migrate them to standard (if they're worried about imbalance from it). I would certainly play that league, as would my friends who quit due to the penalty. Heck, my wife would probably try it out as well.

After the league, GGG can then determine if they want to change the mechanic for the rest of the game.


First of all they would need to have a reason to test this, this was already covered in the 70 page thread less then a month ago. Why on earth would GGG test the penality if they thought it was fine, why would they make the game easier and less punishing for making a build that doesn't have enough defenses?

Why are you convinced on trying to get GGG to change a core principle that PoE is a hardcore ARPG game?

Rolls eyes, if your wife or friend are unwilling to play the game because it penalizes deing, pretty weak early and strong late, then they aren't the demographic that GGG is catering this game to, so why change just for the masses?

Also there is no going back from those characters that get level 100 "easily" in the league. Level 100 would go from being an achievement to being something that takes time, no planning, building a balanced character, ect.

If the XP loss was an issue GGG thinks they need addressed then why would Chris say the penalty was fine?
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Last edited by goetzjam#3084 on Mar 19, 2015, 1:45:14 PM
...so, another 60 pages, then?
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785

Need a chill group exiles to hang with? Join us:
http://www.pathofexile.com/forum/view-thread/1251403
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Antnee wrote:
...so, another 60 pages, then?


Yup, unless Chris comes in this thread and says just wait until after act 4 to discuss neither side will let it go.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Death penalty below lvl 86 is very light as u dont even incur and exp penalty in doing maps yet. When you're mid 90s and doing 75 lvl78 maps for next lvl then you'll see penalty.

So IMO what OP is asking for is essentially a free pass to 100 with no penalty.

Well its supposed to be hard and unreachable so...


If you want no death penalty build for it. See my super-tank incinerate who walks around with 100% resists and 274,000 armor. Even desync and 160 pings cant hurt that chick
Git R Dun!
Last edited by Aim_Deep#3474 on Mar 19, 2015, 3:10:48 PM
It dawns on me that if we were in a society where masochism was very common and someone started a thread saying maybe the world wouldn't be so bad if people didn't beat me so much that he would probably catch grief for making such an obvious statement? :-)
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!

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