Remove xp loss on death, replace with xp bonuses for surviving

The Rhoa boss ? Oo

You can kite him, you can bait thim, hell you just need to step away from his direction and shoot him if you are a range.
For melees, it's a bit more difficult ( like everything in the game ) but .... manageable, and if he is too strong, don't break the nests ......


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HousePet wrote:
[...]

Ok, so you are level ... 82 max I guess ( not achived level 90 yet ), and you want the xp penaly removal ??
The game is sending you a message: "you are doing something wrong".
You need to deal with it before asking that somebody holds your hand, honestly.
Maybe you need to fix your char, or your playstyle ... don't expect to have everything right on the first playthrough, that's what PoE is, and that's why so many players have been playing for a long time, and are still there.

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HousePet wrote:

A few times I've had to kill a boss to progress, and my options were to grind on stuff that is really low level, or repeatedly through myself at the boss and kill it with my death count.

And not once, you started wondering if you could do anything to improve your character / playstyle ???

Dying needs to matter because you are playing a likely not well built / thought out characters, and if you could just progress with basically no drawback to dying, that means that there would be no point in even trying to build correctly a character.



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de99ial wrote:
So if i had several characters during year that were over 77 lvl but i deleted them then i cannot talk about xp penalty?

Yopu sire are moron.

So you are missing the point, and then instantly insulting ? That is very antagonizing, and narrow minded.

He hasn't reached 90 yet every on his account.

SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Feb 22, 2017, 6:17:53 AM
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HousePet wrote:
Why does dying need to matter anyway? Will the universe implode if I'm not punished for dying? I could just stay away from all the neat content in the game or even not play the game. Then there would be no deaths.

If you could die at will, without any penalty, you'd simply go for full DPS and ignore all defenses. This would make the game more one-dimensional, remove build strategy, min-maxing, etc... The game would be dumbed down, which is already a problem, no need to make it worse.

Getting to lvl 90 is easy. If you die too much, then it is a problem of your build or your knowledge about game content / mechanics. There are some odd and unfair cases of death (VB, DC-s, etc), but in most cases it's the player's fault.
When night falls
She cloaks the world
In impenetrable darkness
because hardcore would be the only way to play
I usually do not read popular posts again after i made a comment on it, unless it's one of my own. I wish to have a Black robed Grim Reaper micro set in game one day, grant my wish, GGG
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HousePet wrote:
goetzjam, my xp loss per death is currently 10%. I'd say it started hurting at around 5%.

A few times I've had to kill a boss to progress, and my options were to grind on stuff that is really low level, or repeatedly through myself at the boss and kill it with my death count.
Losing experience just makes the situation worse. Sometimes I have had to chose between having fun or grinding for levels. Not a good situation.

kasub, If I'm mapping I've also lost one of the map portals to dying. So no, the 5 second interruption doesn't matter, however that really depends on how far away I left the portal.

Why does dying need to matter anyway? Will the universe implode if I'm not punished for dying? I could just stay away from all the neat content in the game or even not play the game. Then there would be no deaths.

It's pretty simple. You should be penalized for losing. The only place that I would say really doesn't require the penalty for dying is the labyrinth since you actually do get nothing if you lose there.
I'm well aware my character has issues with survivability, and I've tried to address it in multiple ways. Assuming I haven't is silly. (From what I can tell, most defences are kinda crap and your best bet is to kite. Unfortunately this game makes big changes to your character's stats a bit slow and expensive, so working out what the optimal arrangement is takes a long time and I'd rather be exploring all the snazzy content. Feel free to give suggestions instead of throwaway "your build sucks" comments.)

I do agree that there is a place for penalising death, and things like the Lord's Labyrinth booting you out, maps having limited accesses and time limited Master missions is a good way of doing it. I'd actually prefer more of those missions failed on death actually.
But taking away experience points is not a good way of doing it. If it really was, it would happen on normal difficulty and in PvP. (And if the game really was trying to communicate that your defences are no good, it would give some indication as to how your life just got burst down to 0).
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de99ial wrote:
So if i had several characters during year that were over 77 lvl but i deleted them then i cannot talk about xp penalty?

[Removed by Support]


Correct. At level 77 leveling up at Dried Lakes takes 20 minutes (or less, never measured that). You have no clue how punishing it is at levels 90+, so therefore you talking about it isn't very relevant.

Sure, it will give GGG an idea of what new (or inexperienced ones) players think about it, but honestly this is what exp penalty is for - make people who know what they are doing progress further.
You saying that you want it gone looks like you simply not being able to overcome dying constantly. :@

I don't mean to be rude, but this is how it is.

"
DurianMcgregor wrote:
"
HousePet wrote:
goetzjam, my xp loss per death is currently 10%. I'd say it started hurting at around 5%.

A few times I've had to kill a boss to progress, and my options were to grind on stuff that is really low level, or repeatedly through myself at the boss and kill it with my death count.
Losing experience just makes the situation worse. Sometimes I have had to chose between having fun or grinding for levels. Not a good situation.

kasub, If I'm mapping I've also lost one of the map portals to dying. So no, the 5 second interruption doesn't matter, however that really depends on how far away I left the portal.

Why does dying need to matter anyway? Will the universe implode if I'm not punished for dying? I could just stay away from all the neat content in the game or even not play the game. Then there would be no deaths.

It's pretty simple. You should be penalized for losing. The only place that I would say really doesn't require the penalty for dying is the labyrinth since you actually do get nothing if you lose there.


You do. You still get exp and loot. It being a seperate area makes litte difference. :P If you subtract content of regular areas from Lab, and compare rewards, it turns out you are getting Ascendancy points for avoiding traps and killing Izaro. Everything else is just like the regular area you are leveling in anyways. :)
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
Last edited by Perq#4049 on Feb 23, 2017, 3:26:44 AM
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HousePet wrote:
(From what I can tell, most defences are kinda crap and your best bet is to kite.

Not really. Defenses are crap only if you use just one type. Try layering of defenses and see how much more tanky your char becomes and see your death count drop sharply.

Making a well rounded char is itself a big part of the game. Removing the penalty or severely nerfing it, would remove a whole chunk of building your char, as going full DPS would be the best option.

Ofc there are other ways to achieve this balance, eg. by making the fights a lot more difficult / complex. But that direction would require more time, money, design effort from GGG and it doesn't seem to be a direction GGG wants to go with PoE. Is it disappointing? Yeah, in a way. I'd love the game to be more complex with nasty fights. But in the current balance of the game, where you kill extremely fast and fights are not very difficult or complex, there is the need to have a death penalty.
When night falls
She cloaks the world
In impenetrable darkness
"
HousePet wrote:
I'm well aware my character has issues with survivability, and I've tried to address it in multiple ways. Assuming I haven't is silly. (From what I can tell, most defences are kinda crap and your best bet is to kite. Unfortunately this game makes big changes to your character's stats a bit slow and expensive, so working out what the optimal arrangement is takes a long time and I'd rather be exploring all the snazzy content. Feel free to give suggestions instead of throwaway "your build sucks" comments.)

I do agree that there is a place for penalising death, and things like the Lord's Labyrinth booting you out, maps having limited accesses and time limited Master missions is a good way of doing it. I'd actually prefer more of those missions failed on death actually.
But taking away experience points is not a good way of doing it. If it really was, it would happen on normal difficulty and in PvP. (And if the game really was trying to communicate that your defences are no good, it would give some indication as to how your life just got burst down to 0).


I would happily help you with your character if I can.

As Morbo said, and I will put more emphasis on it, defense are definitely not crap.

Basically, maybe people are just spreading the "defenses are shit" urban legend like sheep, but the problem is a bit different :

Some content is dangerous and the things in there hit very hard, and some people are expecting to just facetank everything.
In an ideal game, their char should be killed in that content if trying to facetank all of it, but actually, GGG gave us a way not to die, facetanking it : very high buffer + (instant) leech + absurd dps, and for that particular archetype, defenses are not very relevant ( one just needs resistances capped, accounting for debuffs or course, basically ).

But before you reach such content ( like what, t14+ maybe ? ), defenses do matter, and are important.

Only focusing on one layer isn't exactly great, if you can have a correct armour value, some block / dodge / evasion on top of it + a high enough buffer, you should be good at your level.
There are some unique items that inherently add a lot of tankyness, depending on the build ( there are niche uses ).

The point is that you need to find a balance between offense and defense.

About the lack of death penalty in normal, the idea is probably that players should be able to experience an easy version of the story at least once ( how it will be from 3.0.0 ... different for sure ).
Cruel is already a way to learn about it though.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Feb 23, 2017, 6:15:03 AM
I've got increased life ~2500, energy shield ~2000, armour ~40-50%, block, life leech, maxed elemental resists. -40% chaos resist (seriously, is it even possible to resist this? :D (go Chaos resist flask!)). Enfeeble on a Blasphemy. Molten Armour and Tempest Shield on a Cast when Damage Taken. Just grabbed Mind over Matter. But I'm still running around like a headless chicken when faced with a boss. :/

But that is getting a tad off topic...

I really don't see how removing the XP loss on death is going to suddenly make me not care about defences. Mainly because I'd still not be able to survive bosses and that kinda is required to progress the game. And also cos I've always wanted my Templar to be a tanky caster.
"
HousePet wrote:
I've got increased life ~2500, energy shield ~2000, armour ~40-50%, block, life leech, maxed elemental resists. -40% chaos resist (seriously, is it even possible to resist this? :D (go Chaos resist flask!)). Enfeeble on a Blasphemy. Molten Armour and Tempest Shield on a Cast when Damage Taken. Just grabbed Mind over Matter. But I'm still running around like a headless chicken when faced with a boss. :/

But that is getting a tad off topic...

I really don't see how removing the XP loss on death is going to suddenly make me not care about defences. Mainly because I'd still not be able to survive bosses and that kinda is required to progress the game. And also cos I've always wanted my Templar to be a tanky caster.

Bosses are not required to progress in the game, unless you're talking about the story line. In that case, the experience penalty for losing doesn't really matter since it's so small.

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