Softcore is not softcore

I only play in Default but I approve of the death penalty since it makes it more interesting.
Nothing to see here.
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solistus wrote:
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simpler wrote:
I know that Path of Exile is suppose to be a hard and "unforgiving" game but losing experience when you die doesn't fit in softcore.

1.) I play softcore because I can't handle the stress of never dying. I just want to log on and whether I play for 20 minutes or several hours have fun and feel like I'm progressing with my character. But with the experience loss on death I can never relax. I know we all play games for different reasons, some play to challenge themself and some play just to relax and have a great time not feeling any stress.

I thought that's why there is a Softcore and a Hardcore league. To have something for both of those groups, but now whith this severe death penalty the casuals have no where to enjoy themself.

2.) It removes build deversity. Glasscannon builds are not as viable and you allways need to play defensive and not take any risks.


I understand that there must be some penalty on death but losing 15% of the progression to the next level is way to much.

Don't tell me to go play LoL or something, I really enjoy this game but getting the feeling of wasting my time every time I die is really harsh. Right now it's more like Less-Hardcore and Hardcore league.


So you want a game where time = guaranteed advancement and there is no obstacle that needs to be overcome in order to progress?

I hate to be "that guy", but PoE isn't for you in that case. That's completely antithetical to the design goals of this game.

Also, infinite 'build diversity' isn't a good thing. You're *supposed* to have to find a build that works well. "Playing defensively" is not one build, or one playstyle; it is your term for every build and playstyle that doesn't get roflstomped.


There shouldn't be infinite build diversity, but the current viable build diversity is pretty pathetic.
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ReZar wrote:
I only play in Default but I approve of the death penalty since it makes it more interesting.


How so?

Get life and ES nodes only and no glass cannons?

Wiping 3 hours of work when you are level 65+ during merciless runs?

Anti-fun if you ask me.

Probably why the player base will dwindle...
The rest of the 'end-game' content will be available along with a heap of new stuff when the game launches in a few months time. From what I've seen it's going to be awesome. - Michael_GGG
Cosidering that virtually every build is encouraged to take health ( unless you're playing summoner, and even then... ), I don't see where the build diversity is.
The death penalty seems fair to me. GGG have said they don't think it should be viable to go all out for DPS and die constantly in order to clear content. You are supposed to invest something in some sort of buffer/mitigation.

What isn't sustainable is monsters hitting for several thousand points of damage in one strike. Even in Default, melee characters just can't deal with that kind of situation. Once the devs put a stop to this (and maybe compensate by making monsters a little harder to kite), then we'll have a more balanced end-game. It should be getting hit repeatedly that kills you, not getting hit once, because there are a lot more ways of dealing with sustained damage (good tactics and block/Evasion can greatly reduce the rate at which you get hit, and then good recovery mechanisms let you take a certain rate of damage sustainably). Until then I can't really see how the balance is going to work.

It's the same problem that Diablo 3 had when it first came out. Mobs did so much damage in Inferno difficulty that in SC, players either went full glass cannon and died every time they took damage (semi-viable because of very soft death penalties and the ability to become invulnerable for short periods) or went full tank just so they could survive a couple of hits, and progressed agonisingly slowly. You can't have proper build diversity in this situation.
Last edited by Incompetent#3573 on Feb 17, 2013, 1:16:53 AM
Will I be able to make my own league with no XP lost on death, halved monster damage, and 500x the exp gain, item quantity and item rarity?
(b) Personal abuse, foul language, inappropriate subject matter, obscene, harassing, threatening, hateful, or discriminatory or defamatory remarks of any nature ... are not permitted.

- PoE TOS.
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Serous wrote:
Cosidering that virtually every build is encouraged to take health ( unless you're playing summoner, and even then... ), I don't see where the build diversity is.


Hint: it's in all the things you take *other than HP*.
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solistus wrote:
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Serous wrote:
Cosidering that virtually every build is encouraged to take health ( unless you're playing summoner, and even then... ), I don't see where the build diversity is.


Hint: it's in all the things you take *other than HP*.


So you take 90-95% health nodes, and then one or two weapon or spell damage nodesand you think you are being different?

Looks like just another HP stacker to me.
(b) Personal abuse, foul language, inappropriate subject matter, obscene, harassing, threatening, hateful, or discriminatory or defamatory remarks of any nature ... are not permitted.

- PoE TOS.
i think that the xp loss should be relative to the possible xp gain, i only play hardcore but really when u get high enough level the xp is bad but the risk is still there. so some scrubcore player dies and loses all his daily/weekly work, and that's just sad. will it really be ok when your lv99 and it takes you 3 months to get that 15% and you lose it all from some mad corps exploding bitch instantly? if you make it all proportional you could lose XXX% of the xp you would get from the killing the mob so the scrubs could die to 1/~10000 mobs and still gain xp at higher lvls.
Last edited by Avoji#5940 on Feb 17, 2013, 1:46:51 AM
The forever grind is the reason games stay interesting, well, forever. Because it allows you to always have progression and something to aim for. It works really well for games like League of Legends where they release characters more often than a casual player can make the points to buy them. It works in world of tanks where you'd have to play for years to unlock every tank and it works in Eve Online where you'll probably never get every skill. :p

In ARPG games the forever grind is made by losing XP on death. It's the reason Diablo 2 is still a popular game today, and, it's the reason you got so bored with Diablo 3 after you realized there wasn't anything left go grind for.

It's not anti-fun, it's there to ensure you can keep having fun and nothing kills a game faster than hitting the maximum level.

Aside from that I think people like Invalesco and Kripparian have done a fairly good job of proving how most builds can work if you put enough thought (and effort) into getting the right gear.
Last edited by Beleafer#7322 on Feb 17, 2013, 3:02:36 AM

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