Worst Death Penalty mechanics I've ever seen!

I feel you, my man.

I can't get past 90 lvl just because I tend to die from le random damage coming from normal mobs/bosses. It usually looks like this: I do 2-3 maps flawlessly (T11-14 maps with "safe" mods), then I die 2 times in a row on 4th map, just because reasons I don't know, then repeat the process. It's so frustrating, cause on this lvl exp gain to exp lose ratio (taking into consideration radnomness of this game) kinda hurts.

In my opinion, level itself should not be treated as a endgame goal, but more like a milestone after which you should be proceeding towards mapping.

It should look like this:
Start -> max lvl -> mapping and farming your eq for higher tiers, until you reach the end.
not like this:
Start -> lvl 65 -> mapping and farming -> lvl 90, doing all the content -> reroll, don't even bother hitting 100.

I'd prefer death penatly to be replaced with sth like repairing equipment with currency (based on item lvl, eg), or even increased exp required to hit 100, but with no penalties.

The game looks fine, but it needs some tweaks (in my opinion), cause it's too archaic at moments.
Last edited by ziomek1602#6984 on Jul 17, 2018, 5:49:52 PM
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beaniac wrote:
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Vresiberba wrote:
I have had three deaths in my SSF play-through, two of them from being completely ambushed entering an Incursion, I couldn't do anything, I was utterly overrun. Pay attention? Yeah, right, I pay attention to never enter one ever again.

You learned you weren't ready for that content.

Rubbish. I completely trounce Incursions and do 100% clears every time, except when I'm ambushed at the entrance and can't get my totems up in time. That's not a sign of not being ready, that's a sign of bad design which coupled with a stupid death penalty that takes hours to claw back ruins the whole game.

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beaniac wrote:
If you can't solve your own problems and overcome difficulties then maybe this game isn't for you.

Right...

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beaniac wrote:
PoE is meant to be challenging.

There's a difference between things being challenging and things being outright stupid. The death penalty isn't challenging, it's... yeah, stupid.
Going outside is highly overrated
-Anorak's Almanac. Chapter 17, Verse 32
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Vresiberba wrote:
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Nubatron wrote:
Hardcore penalty aside, which is actually pretty generous because you still keep your character, I think you're forgetting that losing experience with down-leveling when you hit a certain point was a pretty common mechanic in older games.

For instance?


Lineage 2 had a down-leveling mechanic on death. Same as here,on death you would loose 10% of max XP but if you had less than 10% xp,you would loose a level
I think death penalty is too high.

10% end game, is a lot.

Granted it makes death actually worth avoiding and makes some fights tense, but the grind at end game is too little xp for too many maps finished.

Way too much xp loss.

For those of us new to end game bosses, we will die.

What "makes sense" in a game like this, should never trump what is fun.

-10% death penalty is not fun.

Or, at least give an end game "gain a level, you get a pass on your next death" or something.

I have spoken.
I'm almost 100% sure that the OP can be summed up as: please add a death log so I can see what killed me.

They don't seem to be complaining that the penalty itself is unfair, just that they want to learn from their deaths even when the screen is just a laggy mess of random colours on death.
Souls along a conduit of blood, from one vessel to the next.
A short combat log would actually be really appreciated. You should be told what killed you and especially with the amount of incoming damage so you can adapt.
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vmt80 wrote:
I'm against death penalty but then again I'm a liberal commie who doesn't believe in god. Gods.

I dont like death penalty either. Lifetime in prison seems better to me.
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Buster1013 wrote:
First of all, I am not against death penalty. It is present in games since beginning of video games, but in PoE it doesn't make sense. Why? Because (in most cases) dying doesn't give you a lesson - if you don't know what mistake you have done, you won't learn anything and repeat mistake in the future.
For example, I finished Temple of Atzoatl many times, but I died 2 times during boss fights. Why? I have no idea. I'm playing totem build, so I have put totems and dodge attacks, but in these two cases I've died. The same problem is with some map bosses. I have just started endgame bosses, but in that cases, I knew why I've died, so it is not a problem.
I think it is mostly caused by graphic - there are too many effects, so it is difficult to see danger. In Diablo 2 boss attacks are clearly - I know which attack killed me. In PoE usually I have no idea what is going on (excluding endgame bosses). Another problem is very low zoom, so you don't see whole arena. Third problem is huge damage spikes, which usually one-shot players. It is primitive and artificial way to make game difficult.


1. Graphic Issue

This can certainly be the case, in places like Trial of Burning rage, where you are surrounded by skeletons and standing on a molten floor, in a caged area, and you are trying to find the door in the caged area. = too much graphic pollution.

2. Attack mechanic

If you are surrounded by a mob, there could be a number of attacks that killed you. For stand-alone fights, especially rare monsters etc, you should be able to read the mods and identify where you are vulnerable... and hence the likelihood of your demise.

3. One-shot mechanic

Usually these attacks are very evident. These 1-shot attacks tend to have a prior animation before the delivery of the actual attack. This provides you with a CLEAR signal to get out of the way (area) immediately... or die. In some cases it might include a cycle of attacks, in which case, the 1-shot attack is the final move in the cycle. And in this case, it's about timing.
There's devils on each side of you with bottles in their hands.
You need one more drop of poison and you'll dream of foreign lands.
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Rameldria wrote:
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Vresiberba wrote:
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Nubatron wrote:
Hardcore penalty aside, which is actually pretty generous because you still keep your character, I think you're forgetting that losing experience with down-leveling when you hit a certain point was a pretty common mechanic in older games.

For instance?


Lineage 2 had a down-leveling mechanic on death. Same as here,on death you would loose 10% of max XP but if you had less than 10% xp,you would loose a level


Didn't Lineage 2 also have the 0.0001% drop chance for legendary items off regular mobs (drop tables were public) and one of the worst levelling grinds in MMO history?

This is the game we are using as a benchmark now?
Would be nice to see an option in one of the leagues(i.e. SSF) to pay with currency to avoid -10% exp loss when you die..

The dude from Bestiary can appear an offer his blood magic to revive you for 5 chaos(i.e) or take the penalty..

I imagine most players (myself being one) play this game a couple hours a day (if lucky). When your XP gain is so minimal during that short time, losing it can be painful and frustrating.. I know I've exited the game for days at a time after a death that I can't explain why it happened..

Having players leave a FTP game for whatever reason is not good, economic wise for GGG, especially over a mechanic in the game that can be made to cater to all audiences..

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