Death Penalty Adjustment Discussion
I wish it were 2% in normal, 4% in cruel, and 6% in merciless.
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Nope death is already basically not punishing.
https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
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Since I do not crash as often any more, and disconnect less often, I am more OK with the death penalty now. For people who crash a lot it makes the higher-end game unplayable (I would still not try to level to 100 or play Hardcore in any serious fashion).
Keep working on game stability though. And give us a logout timer. Most bosses are okay, there are very few that are really hard. Some of them are mostly hard because of the fucked up boss room design and their laggy skills (Malformation Piety, looking at you). Problem is more that the maps don't drop, and that makes the death penalty feel even worse. If you are as likely to die in a T8 as in a T12 because in both cases, you will only die to lag / desync / disconnect, then the fact that maps don't drop becomes even worse and amplifies unfair technical-problem-death penalties, while not amplifying "legitimate" death penalties. And that is pretty bad. Remove Horticrafting station storage limit.
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I´m completly against deathpenalty´s, but i can understand the other side a lidl bit.
I would suggest that the deathpenalty starts at lvl 95, but is higher, and give those who reach lvl 100 a golden name or whatever. I personaly cant understand why some want to be punished that much, punish yourself if you desire it. If ggg would implement such league, without DP, i promise you, evryone from standart would play that league and poe would have a lot more player. It´s kinda the same logic with hardcore and alt f4. Avoiding Risk/death in a ""Action""rpg is pretty stupid in my opinnion and has nothing to do with ""hardcore"" or ""skilled"", simply because you could just play super slow. |
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" Nope. The hardcore buff is e-peen size, and you should know it. Everyone should know it. Playing PHC and almost dying several times, it's made my e-peen engorge to over 3x its original size. Quoting Saltychipmunk:
...I look at the new act 5 boss where you have to hide behind the statues to survive the bullet hell and all I can think is... how the fuck are zombies going to survive that? They don't know what hiding is... they don't know what dodging is... they are morons. |
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Although I don't like how the death penalty scales with the map level - not at all that is to say - is the death penalty a core characteristic of any game and should never change (it is typically one of the things players will remember about it even long after a game is gone).
Imagine somebody was to suggest to change the colour of Ferraris to green, because it looks friendlier and because it is "just" a colour. The effect of such a change will have far larger consequences than just being a colour change. In the same way do I see the death penalty of a game - any game - to be a core characteristic, which must stay unchanged. So unless it is seriously broken should it not change, but rather should new mechanics be brought into the game to help out with any issues. For example can one always adjust the mobs' strength, the xp gain and the players' abilities. These are usually much more complex and often subject to small changes and so less prone to change the overall characteristic of a game. TL;DR Change is good, but a few things must remain. |
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" it's kinda broken, because the fixed % penalty means that it's completely irrelevant up to ~85 and (too) severely punishing from ~95 onward. Unless you are going for lvl 100 (or you rip all the time due to technical issues), there is hardly anything to complain about the death penalty in the current version of the game. When night falls
She cloaks the world In impenetrable darkness |
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" Honestly, something that is as simple as the fixed 2.5%, 5% and 10% penalty just cannot be broken. And "kinda" broken is not the same as seriously broken. It is far easier and less obvious (and also less superficial) to adjust mob strength and XP gains, which could already be happening without you knowing it. |
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" The thing is, the penalty IS fundamentally broken. It fails to penalize anyone that doesn't care about experience. It fails to penalize right after a level up. It fails to penalize level 100 characters. It pushes players to avoid any interesting challenging content. It falls incredibly hard on players that would never be competitive anyways, while being just a minor setback for players that are highly invested in the competition to level 100. Now, if you think that death penalty is comparable to a trademark (like Ferrari's color), then why is it that PoE has the exact same as Diablo II, rather than its own? |
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" No, it is not. It is as simple as a penalty can be and, yes, it sometimes does not even penalize. What a shocker... |
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