Death Penalty Adjustment Discussion
Complete removal might not be good but I really would like to see XP death penalty reworked. Let's say like D2 had where you had to run for your corpse to return it:) Don't like this flat 10% total xp lost on death. Hopefully it will be changed somehow.
New mute system is terrible - no trade...
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Hi
Death penalty is fine, we just need some incentive to get the experience back. I would like to suggest a league idea: Evolution league: Each time a player would die from a monster(s), the player could get a portion of their experience back if they killed the monster(s). The monster(s) in turn would evolve/get stronger from killing the exile, stackable of up to 3 times/levels after the 3rd evolution/lvl up the player would not be able to gain anymore experience back from future deaths but also the monster(s) would not evolve/lvl up anymore. When your players character is initially killed the monster(s) will go up corresponding to its current state. (example:)If monster(s) are white they become blue with appropriate blue randomized mod. If monster is blue it becomes rare with appropriate rare randomized mods whilst keeping original blue mods, etc.. After the monster(s) goes past rare stage, it could get a vaal corruption randomized mod and then a beyonder boss randomized mod(the highest mod possible), that is if the monster can successfully keep killing the players character;(example:) so if a rare monster/exile killed players character it would get a vaal corruption and then beyonder boss randomized mod, the 3rd evolution/lvl up in this circumstance could be some beyonder minions are summoned from beyond. Each evolution/lvl up of the monster(s) would/could give players not only some of the exp lost but better chances of loot... also combine this idea with the present ghosts haunting Wraeclasts dark corners for even more loot and experience (idea example: a ghost that could reward player all experience lost back from deaths or a exp boost in general instead of loot) Think of the possibilities GGG:) cheers Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women. Never dance with the Devil because a dance with the Devil could last you forever... -I thought what I'd do was,I'd Pretend I was one of those deaf mutes- Nullus Anxietas:) Last edited by Finkenstein#5181 on Nov 1, 2015, 3:10:54 PM
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I have started over 5 times, each time the same thing. I get to 80+ then i'm doing a few maps get half way to a level after 5 hours, then die to some bogus BS (storm herald, or a mysterious insta death DOT that devours 4700 energy shield and 4k life faster than i can click 1 2 3 on life pots...and still have no idea wtf hit me and no its not life leech i am immune. I think the mods need to have an exp boost added to them, and loot boost to them if your going to have insta death mobs, risk vs rewards. Flat 10% is fucking stupid, a lot of it should have to do with what the hell killed you, was it a trash mob? or some Ultra planar being with the insta death button from outer space? Trash mob your losing 10% , storm herald your losing 5%...gotta love running around like a chicken from a storm herald that has 5 mods to it with an energy shield..just to kill it and it drops garbage...straight up whites and a blue lvl 13 helm...woooo..It has gotten to the point where i just say "screw it i dont give a crap if i die, this game is going to jew me anyway(i use that word jew as a power word, yes i am jewish) Literally have been stuck for 2 weeks trying to gain levels on my guys, getting old and looking to quit this game for a third time....yes i have spent real cash here...want more of it...change it before Camelot Unchained comes out.
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Level 100 is not meant to be achieved by anyone not willing to invest the time, the focus or the currency to make it there. A well built character at level 90 has the potential to do all the current content in the game. Anything after that is really not at all necessary to accomplish and is solely for the GLORY. If you want the GLORY suck it up and grind. You have to risk it to get the biscuit. No one wants 0 death penalty and 15000 level 100 characters on the ladder. Since when has average become the norm? Excellence deserves excellence. This isn't pee wee football where everyone wins.
Prophecy @ WizKid - 94 BV Pathfinder
Prophecy @ SmackDown - 93 TS Assassin Essence @ Wallbang - 93 Crit Lacerate Elementalist Breach @ GodoftheBreach - 94 BF Inquisitor Legacy @ BradPitt - 92 LL Ele Wander Inquisitor |
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" I don't specifically want it, but I would not have a problem with it either. Besides, reducing the death penalty to zero would not produce 15000 level 100 characters, at least not very soon. It would still be a massive grind, but you would not get discouraged by lag/disconnect/technical problem deaths. The problem is not that I cannot get to lvl 100. The problem is that the current system makes me lose progress, and that feels shitty. Especially when it is not your fault (same goes for the map system which does the same - roll a perfect map, get zero returns, map lost, no content to play). Remove Horticrafting station storage limit. Last edited by Char1983#2680 on Nov 25, 2015, 4:27:43 PM
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I agree with the last comment where its stated that lose of progression makes the game feel shitty but I don't believe we need reduce death penalty. I like some of the ideas of kill the monster that killed you and get % of the xp back that sounds really cool.
There are a few aspects like this through out the game and it makes a declining population for the game. Although its great to have a challanging game and I agree with both sides but for population numbers to be higher there needs to be some reworking in the ways of thinking on both sides and what would turn people away after a time period played. |
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The single biggest reason someone is dying is due to crap gear. Punishing them with hours of progress loss for having bad gear drives away a ton of people from this game.
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" Pretty much anything someone over 70 is dying to anyway is going to be in maps, you already lose portals with death and only have so many tries. If something is instantly killing you then you won't beat it anyway. The death penalty is just extra punishment on top for having bad gear and bad RNG. That will sure make the game more fun and encourage more people to stick with it. |
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" ... especially since this game doesn't like to equip you with good gear. Remove Horticrafting station storage limit.
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The death penalty on its own, it's not so bad. Some penalty on death is important, a reason to improve gear and build, and possibly skill. However, the path to regaining your exp when you die, now THAT is frustrating and painful as hell.
I find it almost impossible to maintain a supply of decent level maps. I end up having to do low level maps again and again and again, getting zero experience, and finding very few higher level maps. And because I find so few, I have to alch them to increase the drop rate, which increases the difficulty and makes a random death more likely, followed by more grinding. 1-2 hours of grinding to regain your exp, that's a laugh. For me a random death doesn't happen often, but it's a whole evening's play to get the exp back, purely because I don't have the maps appropriate for my level. Annoying to the point where I just level up other chars to have a bit of fun. Maps should drop much more, they should escalate rapidly in difficulty, and should reward with exp on that basis. Basically, high level maps should be there for everyone, with a "Come on, if you think you're hard enough!" warning message. You will find the level of your character/build/gear, bounce back when you die, but be able to recover. Same/more experience penalty, but more maps. And why is level 100 a limit anyway? Last edited by Mal_function#2853 on Nov 25, 2015, 10:30:05 PM
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