Death Penalty - XP Loss Is To Much

It took some time with frostblades but was not 15 mins for sure :) Hreres my Chaula with Wild strike. Downing guardians with it was piece of cake.
https://www.youtube.com/watch?v=QAiQ5MjdgRU

-60 chaos res btw xD

This is earlier in the league with worse gear etc.. dont think wild strike needs any more single target dmg :)

https://www.youtube.com/watch?v=4Tjq5Elr_E4
GGG Patch Notes: "Fixed an unwanted interaction where players had fun playing the game"
Last edited by coyd#6278 on Jul 4, 2018, 9:58:06 AM
"
Slaanesh69 wrote:
The fact that as you level the exp penalty for GAIN increases while the exp loss on death remains fixed is stupid.

It's not.
Progressing through higher level is harder, it makes perfect sense in that way.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Its smooth sailing up to lvl95 anyways - as long as you know what you are doing.
Even past 95 its not really difficult, but its exhausting and time consuming for sure.

If you die a lot in mid 80ies, its clearly a learn2play issue.
You either dont know your limits as a player or your builds limits, pushing too hard while taking risks needlessly and die as a consequence.
Not the games fault, its the players fault only.

"
Fruz wrote:
"
Slaanesh69 wrote:
The fact that as you level the exp penalty for GAIN increases while the exp loss on death remains fixed is stupid.

It's not.
Progressing through higher level is harder, it makes perfect sense in that way.


Yes, it is.

Hey, okay I get it, this game is all about player retention and grinding, so you cannot make it too easy to level so that people remain playing.

Great.

But it is not "harder". Try "more monotonous".

In a game where one shots are very much real and often leave you wondering what the heck just happened, the offset between gains and losses becomes much more pronounced.

GGG had a decent balance a while ago, but they patched the shit out of it because people were getting to level 100 too fast, and the average player got to eat it as a side effect.

And yet people still get to level 100 just the same. Who won?
So the only thing that you have to say is "yes it is" ?

ok


And yes, it is obviously harder to do 50 high lvl maps in a row with a variety of mods without dying rather than only 5 of them because the xp penalty is lower at lower lvl.
Plus it pushes to to higher lvl content, well there is a balance between map lvl, clear speed and risk of course.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
"
Sighted wrote:

I would suggest that you change your mindset and start asking yourself why you're dying so much and what can you can do to improve your build.

Take a look at your defensive stats to start with and in particular, your resists and life pool.


I ask myself this often.
Why am I dying so much, the answers are :

1) i am playing a map with crazy mods because i want to have fun.
- sure i could play easier mods and maps , but then it becomes less interesting and dull.
So all the penalty does in this case is negatively enforce playing the game and might as well watch paint dry.


2) the enemies are grouped around a corner , and sychronize their attack to hit me 20 times in 0.04 seconds.
- not much to do here, not much to learn here. just a middle finger to melee builds in general.


3) the chest had corpse explosion and the enemy would not let me move away fast enough due to a pebble being in the way or name locking a target in the small time i had to react with all the effects blocking my view.

-yea yea , ID the chest and read. even knowing this still happens and it is just to punish people without instant log out. instant log out avoids the penalty anyways and should not be allowed for a balanced game.

4) the enemy has an unimaginable string of luck and manages to max roll a crit a few times in a row.
-rng disfavors me..

5) i am going too fast.
- if you want to get anything done in poe , since most drops are meaningless , you need to go fast.
They could improve this by making items drop relative mods together and reduce the overal drops.

6) i am tired.
- tired because i died and now need to regain that lost exp which is demoralizing.


All in all , the penalty is an archaic design which should be revisited. At the very least they should implement a currency sink to regain lost experience. Not all of us can grind all day every day to reach the last few levels.


Last edited by nadakuu#2485 on Jul 4, 2018, 4:02:13 PM
"
nadakuu wrote:
"
Sighted wrote:

I would suggest that you change your mindset and start asking yourself why you're dying so much and what can you can do to improve your build.

Take a look at your defensive stats to start with and in particular, your resists and life pool.


I ask myself this often.
Why am I dying so much, the answers are :


Because the game is monotonous as fuck and the only threat it poses is a lapse in concentration combined with a situation where the margin of error between taking one or a million damage is real thin.
I think the 10% penalty is fine in theory, if you roll stupid mods on hard hitting bosses, stand in some telegraphed stuff, make silly glass cannon builds, you are going to die, that's all good.

What irritates me is when there are consistent issues with the game (not just for me) e.g a multitude of error/crashing/stability issues prevalent in the help/support sections.

About 90% of my deaths are attributed to unexplainable fps drops or random disconnects (Server related, not internet connection related).

This is pretty much the reason I rarely get above 95, not because I dislike the progression, I'd love to think i can make it to 100 one day, but because I constantly die to stupid shit I have zero control over.
Bah, I just want the death EXP penalty to be moved to EACH MAP and entirely dependent on the number of map portals, as the skewed 0% -> 5% -> 10% death EXP penalty should be instead 20% -> 15% -> 10% to be noticeable during the storyline content...

Addressing "zerging" during storyline to prepare us for the "harsh reality" that a bad build will fail, die and stagnate if nothing improves would do us a big favor. I hate it when players are not enticed to learn, improve and adapt in a game. PoE started as a nice ARPG and got to the current "pew-pew one shot" arcade shooter, so the other thing TencentGGG must do is CAP DAMAGE to make fight last more than 1 sec/phase for end game content, even with all the mirror gear characters, and drop the invulnerability phases if they can't be skipped. Nerfing off-screen projectile damage, players and monsters alike, would do a further service to bring PoE to a better balanced state, and then with all these in place they can work on granting skills IDENTITY and UTILITY for various use cases...

But that is a pipe dream, as they can't "enrage" their user base "too much", and their regular "manual reshuffling" of metas is already a PITA, even with "new colors" on the hamster wheel, the hamsters might not be so inclined to keep "exercising" if they get "too bored", so they need to "git gud" and "up to snuff" a lot faster as competition slowly arises...

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...
A level 90 character with a good build and appropriate gear can clear all content in the game depending of course on the players skill (and/or time invested if in SSF).

If you're dying often at level 87, your build is obviously reaching its limitation.
I suggest you either fix it though respeccing/gear, or just shrug it off, roll a new character and try a different build.

Reaching level 100 is a pipe dream for the average player and my reasoning for this statement is as follows:

Chris Wilson (GGG Founder) has mentioned on multiple occasions that POE was never designed for players to easily reach max level. The ludicrous XP requirement is intentional as is the penalty for dying.

Players that are gunning for level 100 are doing it either because it's a personal goal of theirs or they are racing for a league first.

POE was designed with replayability in mind.
Level 90 was a soft goal that the design team targeted because they worked out that once a player hit that level, they would have completed their build, had spent enough time with it to be sick of it and would be ready to try something different.
They got this pretty spot on because statistically (as stated by Chris as well), most players that play POE don't make it past level 90 and either re-roll or stop playing.

Feel free to do your own research on this; you will find this has design ethos has come directly from GGG.

Personally, I think these threads are fairly pointless as GGG will not change what they don't consider to be broken.

Which further begs the question, why did I just spend so much time replying to it?
I guess it's because I think the game is in a fantastic state at the moment and I don't want to see it become too casualized.

Report Forum Post

Report Account:

Report Type

Additional Info