Tackling the limitations of PoE: Part Two - Difficulty

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sofocle10000 wrote:

Parties and carries

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Being carried might mean that you won't engage, take cover and "cowardly" run for your life expecting your team mates to finish the job for you, but you should be more actively encouraged to work together when your playing in a party with others.


Just remind.

Spoiler



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sofocle10000 wrote:

Death EXP penalty

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What I would propose is a gradual progression for the number of deaths that culminates with the loss of one level. The death EXP penalty should start from a fixed 5% amount for the first 5 deaths, 10% for the next 5, 25% for the last and and a delevel that blocks out the last allocated skillpoint with a further 10% EXP loss.

Make the system reset on level up for example, so you should always have a limited number of chances to get to next level just like now - while doing so you encourage staying alive, as the current 10% always lost are too unforgiving for certain instances and all the change will encompass a "reshake" of EXP death penalty.

For maps the "zerging" phenomenon has a natural counter in the limited amount of tries.


How high 'ping' do you have? I have 115+ on my country gateway - Moscow. It's a lowest ping that I can get. On other gateways I have 150-170. You tried to play with that latency? With that ping you can visual stay a far-far away from any danger, but still take damage :'D

Right now I just can't kill Uber Atziri and barelly can kill Shaper, but anyway more simple just to buy them from others if that needed. And in regular map runs I can easyly die from random source that visual I'm not interacted with.

With your suggestion game become totaly unplayable to me and other people with not good internet connection.

Also I have fifth 40/40 challenge totems.

P.S: But yeah, in perfect state that suggestion make sense.
E = mc^(OMG)/wtf
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DoEFotGS wrote:
"
sofocle10000 wrote:

Parties and carries

...

Being carried might mean that you won't engage, take cover and "cowardly" run for your life expecting your team mates to finish the job for you, but you should be more actively encouraged to work together when your playing in a party with others.


Just remind.

Spoiler



"
sofocle10000 wrote:

Death EXP penalty

...

What I would propose is a gradual progression for the number of deaths that culminates with the loss of one level. The death EXP penalty should start from a fixed 5% amount for the first 5 deaths, 10% for the next 5, 25% for the last and and a delevel that blocks out the last allocated skillpoint with a further 10% EXP loss.

Make the system reset on level up for example, so you should always have a limited number of chances to get to next level just like now - while doing so you encourage staying alive, as the current 10% always lost are too unforgiving for certain instances and all the change will encompass a "reshake" of EXP death penalty.

For maps the "zerging" phenomenon has a natural counter in the limited amount of tries.


How high 'ping' do you have? I have 115+ on my country gateway - Moscow. It's a lowest ping that I can get. On other gateways I have 150-170. You tried to play with that latency? With that ping you can visual stay a far-far away from any danger, but still take damage :'D

Right now I just can't kill Uber Atziri and barelly can kill Shaper, but anyway more simple just to buy them from others if that needed. And in regular map runs I can easyly die from random source that visual I'm not interacted with.

With your suggestion game become totaly unplayable to me and other people with not good internet connection.

Also I have fifth 40/40 challenge totems.

P.S: But yeah, in perfect state that suggestion make sense.


Well, if you're an aurabot good luck trying to experience all the content solo.

My suggestion only makes it mandatory that parties experience the same thing that solo players already do in fights with difficult enemies, so you should either run like a rabbit for your life, or fight for it, instead of waiting in a safe spot no matter what the outcome will be...

I do understand your stance regarding the high latency situation, but allow me to restate that the Lockstep mode came after everyone was confident that GGG couldn't deliver so you might have a surprise too, as they seem set to further improve the performance of PoE, and one of the most important parts is having a smooth experience even with a subpar connectivity...

How come a stick that penalises you less at the start and more at the finish makes the game unplayable more than the stick having the same length everytime?

And I am very sorry to say, but stopping the zerging phenomenon once and for all, and equalising the playing field, feels a lot more important that keeping the death experience the same. And do remember that GGG has the capability to see if you're playing with higher than average latency and there is where improvements should be made...

PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
aurabots should die as a concept

simple as that. they do to party play what life leech does to defences - one element turns 'good' into 'immortal'

this should not be possible. ever

party play as a concept is great - greater numbers and synergy help you tackle harder content. however currently the content is piss easy no matter what and aurabot simply makes everyone immortal and quick.

it is not a synergy but a god mode. i know that some like 'being gods' in video games. self-esteem and stuff. but game that overdoes it looses integrity
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sofocle10000 wrote:

Well, if you're an aurabot good luck trying to experience all the content solo.


Aurabots must die. This is not good concept, that's broke entirely game stance.

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sofocle10000 wrote:
I do understand your stance regarding the high latency situation, but allow me to restate that the Lockstep mode came after everyone was confident that GGG couldn't deliver so you might have a surprise too, as they seem set to further improve the performance of PoE, and one of the most important parts is having a smooth experience even with a subpar connectivity...


You will be surprised, but with this high numbers of 'ping' the Lockstep mode are worse than other mode, because you can see by your eyes the delay between pressing button and character action. Can you avoid some oneshots with that delay? No, because you must do something before than this situation happen.

Desyncs is bad thing, and this happen a lot, especially when I use movement skills, but in current state of my connection - it's better, than huge delay.

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sofocle10000 wrote:
How come a stick that penalises you less at the start and more at the finish makes the game unplayable more than the stick having the same length everytime?


'True' game, which everyone is discussing about, starts exactly in maps. And you wrote about that situation.

10% exp penalty - it's a huge number past lvl 95 and you know that. I can lose almost 100% of my exp bar (if they be almost filled) if I don't skip danger (and almost of time a 'fun') content. But I never lose my lvl. Now you suggested a 'level broke' option.

Also remember 'accident' deaths by Volatile, reflect mobs out of screen (I can't see them, but I can damage them and kill myself), 'detonate dead' skill by totem (they can do BOOM from two screens away, you know), etc.

In main story is not a problem, because you can grind Dryedlake several times and restore you character progress in less than one hour. In late game is a huge increase of current penalty. And I can't see the point to make already not small penalty bigger.

Want to be penalised - go to HC.
E = mc^(OMG)/wtf
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DoEFotGS wrote:
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sofocle10000 wrote:

Well, if you're an aurabot good luck trying to experience all the content solo.


Aurabots must die. This is not good concept, that's broke entirely game stance.

"
sofocle10000 wrote:
I do understand your stance regarding the high latency situation, but allow me to restate that the Lockstep mode came after everyone was confident that GGG couldn't deliver so you might have a surprise too, as they seem set to further improve the performance of PoE, and one of the most important parts is having a smooth experience even with a subpar connectivity...


You will be surprised, but with this high numbers of 'ping' the Lockstep mode are worse than other mode, because you can see by your eyes the delay between pressing button and character action. Can you avoid some oneshots with that delay? No, because you must do something before than this situation happen.

Desyncs is bad thing, and this happen a lot, especially when I use movement skills, but in current state of my connection - it's better, than huge delay.

"
sofocle10000 wrote:
How come a stick that penalises you less at the start and more at the finish makes the game unplayable more than the stick having the same length everytime?


'True' game, which everyone is discussing about, starts exactly in maps. And you wrote about that situation.

10% exp penalty - it's a huge number past lvl 95 and you know that. I can lose almost 100% of my exp bar (if they be almost filled) if I don't skip danger (and almost of time a 'fun') content. But I never lose my lvl. Now you suggested a 'level broke' option.

Also remember 'accident' deaths by Volatile, reflect mobs out of screen (I can't see them, but I can damage them and kill myself), 'detonate dead' skill by totem (they can do BOOM from two screens away, you know), etc.

In main story is not a problem, because you can grind Dryedlake several times and restore you character progress in less than one hour. In late game is a huge increase of current penalty. And I can't see the point to make already not small penalty bigger.

Want to be penalised - go to HC.


Well put.

Predictive mode does have a great use when latency problems hit. I know on my own skin the difference that it makes - before having a great connection where I play Lockstep with ~100 ms ping, it works like this due to it being reliable like a rock, I played Predictive for a long time).

Regarding death EXP penalty, as the story will have 10 acts, they could implement the loss of a level until you reach it's end, and either keep the stick the same or making his size vary as I said.

And it would make perfect sense as after finishing all 10 acts you deserve a small boost as an increase in power (so not losing a level when playing the "sandbox" has sense), and maps are already limited by the number of portals.

You do know that the proposed system is set to work after they undertake all their "difficulty" and "balance" issues and implement the other changes proposed here, so the unfair damage potential should be a lot less, and most of the time due to player decisions.

PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Last edited by sofocle10000#6408 on May 9, 2017, 2:47:11 AM
I think that Death Penalty discussions strongly suffer from not thinking outside of the box.
What else could you do to make death have consequences?
My current preferred solution is based on the Labyrinth and the Map system: Lock the content/challenge that was being attempted. You've failed it, move on please.
This wouldn't have worked in early versions, but now PoE is loaded with all sorts of extra challenges and side content.
Died to Strongbox guards? Its now won't open even if you kill them.
Died in a Vaal side area? You are booted out and its closed.
Died in a Master mission? You failed it.
Died to an Essence boss? It left.
Died in a Breach? Its closed.
Similar for Prophecies and other things I expect I've forgotten.

So instead of losing XP (or nothing if you are already at 0%, which is dodgy and encourages zerging), you lose the reward you were trying to get, and have to go looking for another instance. As a bonus, it also makes it so you can't zerg the content to get the reward.

This could also be extended to unique bosses, by healing them when you die. But as that potentially traps players in an act, I'm not sure that should be done with the bosses in their current state.
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HousePet wrote:
So instead of losing XP (or nothing if you are already at 0%, which is dodgy and encourages zerging), you lose the reward you were trying to get, and have to go looking for another instance. As a bonus, it also makes it so you can't zerg the content to get the reward.

This could also be extended to unique bosses, by healing them when you die. But as that potentially traps players in an act, I'm not sure that should be done with the bosses in their current state.


I will agree with you when enemies can't smash my 6k HP (75%+ all resistances, ~20k armor) with ONE HIT.

You know, 75% of all resistances (except chaos, but keep it high is also good) is must have for all builds. And with 75% you still can get ONESHOT by enemies elemental hits, that can't be avoided by specific stat (evasion), because it's a MAGIC hits.

'Magic' have no requirement of accuracy. And I personally think that is stupid. Ofcourse accuracy for magic don't be call 'accuracy'. But something like 'concentration' - it would be nice to see in the game. Especially for damage, that dealing not directly depend of used weapon.

And this only one thing that I personally would like to change in the game.
E = mc^(OMG)/wtf
From my PoV there are two things they need to do to fix this endgame difficulty state.

1. Remove instant logout. Before I drown in the tears of 'hardcore' players, removing this will allow them to tone down the oneshot bullshit. Without needing to balance around the idea of people being able to nope out of bad situations they got themselves into they can turn challenging fights into ones of attrition and sustain as opposed to split second reactions to insane burst. Bonus points for those on not so reliable connections as well! You won't instantly die if you get an internet blip.

2. Remove instant leech. The maximum leech rate stuff was a great idea! No idea why they had to ruin it with vaal pact. I'm currently playing a CI VP GR (the trifecta) build, and my ES is either full or empty. If I take a non lethal hit I immediately leech it back, the only thing that can kill me is a fully lethal hit or several hits at the same time.

Sadly, in the current state of the game VP is almost required to survive the outrageous damage the game throws at you. There is no way to possibly mitigate all the damage. So, post VP GGG will need to massively tone down mob damage and possibly base maximum leech rate as well as buffing various mitigation methods to make them useful (ARMOUR).
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鬼殺し wrote:

As I've said before and elsewhere, GGG's half-adoption of D2's death penalty system is really baffling. They copied/improved so many things from other games, but failed to appropriately implement a death penalty system that not only punishes mistakes but allows for a measure of reward for post-death effort: corpse runs in D2 not only retrieved your gear, they gave back 75% of the lost experience.

Carrot, stick. Stick, carrot.

PoE's death penalty is all stick and it's stupid.
if you ask me your suggestion is still way too easy/casual. Getting 75% with a single retrieved is too casual.

If you are aware of an Online MMO called anarchy Online. Their exp recoup work something like this.


for example = You lost 10% of you exp on death.

In order to regain back then 10% exp, you will need to kill monsters that worth 20% exp without dying again. This means after you die, you are getting a 50% buff on exp rate until you recoup all your exp.


Here is an example:

You died & lost 100,000 exp. If you kill a 1000 exp monster, you will be getting 1500 exp, you will be keep getting 50% extra exp until you recoup all that 100K you lost.

But that doesnt mean you can throw your body towards a monster. There will be a maximum exp limit that you can recoup. For example the system can only store up to 1M of exp(or 10 continuous death worth of exp), any additional chain death = a true net loss of exp.

on top of that the boss & monster in this game regen when no player are in the instance. So nobody can portal cheese kill.

I really wish such system is added into this game.
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sofocle10000 wrote:

Volatile Blood

A rework of this mechanic and maybe a counterpart that affects ranged and/or casters would be necessary for a severe reduction in unjust deaths due to encountering and killing Volatile Blood Devourers, Plummeting Ursas or any other kind of "instantly" appearing danger next to your character.


I feel like this is my cue to reiterate the closest thing we have to an official statement from GGG on the matter:

https://www.pathofexile.com/forum/view-thread/1627739/page/2

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Gary_GGG wrote:
Personally I find them mostly a gear/build check for melee. They ensure you have close to max resistances, and a decent amount of life/energy shield. I rarely die to them unless I'm undercapped on resistances.

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