Worst Death Penalty mechanics I've ever seen!

To be fair I think the xp loss is just an annoyance and kind of unnecessary. The main punishment is that for anything that matters in this game there is 6 portals and if you die you lose a life in a sense. If your in a full party you have 1 life and if you are solo you have 6.

The xp loss is trivial at best and serves as a double punishment so do not see the point in its inclusion but that is my opinion. If people wanted to truly be punished they should be playing hardcore.
I think the death penalty is fine where it is now. As for finding out how you died? You took more damage than you can recover from :D. That's pretty much it.

If you don't have enough defenses to tank, stand in the same place for too long and get hit by everything at once you die. If you die often even when you do that, cram more defense/damage in your build.
One of the biggest problems in this game, or at least I think is that when fighting some uniques, rogues for example, you have no clue that you are fighting them. A lot of unique monsters with strong skills look just like regular trash so you dive in and then get destroyed because there are no sounds or special visual effect telling you have encountered a strong enemy. One of the first times playing on the T3 Iceberg Map, I had no clue(when I was new to the game) that the 3 bosses at the end were actually stronger enemies and wooped my ass LOL. The game really needs to have a sound queue for stronger enemies and have them stand out much more. They can when you engage a unique monster, is put a noticeable health bar at the top of the screen.

Then another problem is the game does not tell you what killed you or how you died. Ive seen so many videos on youtube of pros playing the game, die instantly and they have no clue how they died.

And last is being shot by mobs 2 screens away almost. I can jump into a pack and kill the pack, then have figure out whats hitting me because nothing is on my screen.

Well I guess there is one more thats more annoying then anything else. I can clear an area, go back to talk to a master but some mobs saw me from 2 screens away and decided to give chase so while talking to a master or figuring out what Temple Boss I want to kill, I have to stop and start killing again and then again talk to Alva and click her map option because if you just press V, it just brings up the normal map.
you're not supposed to die ; when you die, the game is telling you something ; if you don't pick up the clue it's your problem man.
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nadakuu wrote:
Spoiler


for incursions,
Having the res is a moot point if you are being hit by 100 different sources at the same time.
The fact that they sync their attacks is a bit annoying and you have to hope that you dash the right way to find a safe spot.
There are also some layouts where all the monsters spawn on one side of the map , while the red door is on the other.

aside as this is about the death penalty,
The game needs to revisit this penalty as it only steers players away from playing the game into gamining the game - in essense you play low level content with no risk and die of boredom.
The game should encourage running harder content.
The penalty - should have a way to circumvent it with something other than increasing amounts of loss time. This can be achieved in a few ways.
1) increasing experience gained on maps depending on mod combinations.
2) increasing minimum experience gained on maps by map tier.
3) vastly increase boss xp and chance of it dropping maps (making them worth the risk)
4) allow players to purchase an orb from a master at a cost of regrets to regain the last lost xp.
5) change it from a flat 10% to the last x instances ran (say 4). This would increase the penalty when leveling and tapper down as you reach end game. ie you lose the exp from the last 4 maps ran.

The point is , there are many better solutions in modern gaming then to keep this lazy archaic design feature that serves only to make players not play the game. If they are not playing they are also not interested in buying mtx.



Stop making sense. /s

Really, too many sadistic-masochist white knights support a system that should be improved for everyone...

Dare I remind them that "HARDCORE" is not "HARDCORE" enough in this constant "BETA" state of PoE, and both them and TencentGGG seem bent on super-imposing on "SOFTCORE" more penalties that transform playing the game into a "chore" instead of simply a "fun" experience from 1 to 100.

Regardless, the current EXP gain penalty and death EXP penalty make absolutely 0 sense when TencentGGG doesn't encourage any form of "BALANCE" regarding DANGER vs REWARD ratios...

TencentGGG needs to "git gud & up to snuff" ASAP...
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...
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teksuoPOE wrote:
you're not supposed to die

Rubbish. Of course you're 'supposed' to die, otherwise when you do the game is over. You're confusing softcore with [proper!] hardcore mode.

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teksuoPOE wrote:
when you die, the game is telling you something

No, you just die, it happens, in this game and in every other video game ever devised, including the 35 year old coin-operated, arcade platforming game some poster above thought was a good idea to compare Path of Exile with - dear lord.

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teksuoPOE wrote:
if you don't pick up the clue it's your problem man.

Pick up, what, exactly? That you died? Yeah, I think the players get that. And dying is not the problem, because that's part of the experience. The problem is the penalty that prevents players from experimenting, taking chances and trying to conquer content. When you die and lose 10 hours of game play, you might as well not bother.
Going outside is highly overrated
-Anorak's Almanac. Chapter 17, Verse 32
Last edited by Vresiberba#5216 on Jul 22, 2018, 8:29:19 AM
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Buster1013 wrote:
- Change death penalty from 10 Percentage Points to 10 Percent of exp to next level.

This, I could live with.
____________________________________________________________________________________

- Self-proclaimed king of level 172 budget builds -
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sofocle10000 wrote:
Regardless, the current EXP gain penalty and death EXP penalty make absolutely 0 sense when TencentGGG doesn't encourage any form of "BALANCE" regarding DANGER vs REWARD ratios...

And that is the biggest problem with the penalty; players start skipping content because of it. When your gain is less than the risk, you'd be an idiot to try and take on content that maybe is above your level/gear/skill, so you don't. When players get 0.1% XP gain, three Scroll's of Wisdom and half a dozen useless Rare items, why in heavens name should he take on bosses and risk dying and losing two days of progress.

Despite people saying that the mechanic was common back when, I can only think of one other single player game working like this, and that's Diablo 2, an 18 year old game, but at least in that game your progress ended when your skill tree was fully developed which happened at around level 70 (and every level after that was basically just bragging points) so dying didn't really cost you that much and on top of that you could get some of your lost XP back by recovering your corpse.

The different modes in PoE is too narrow when it comes to penalties; Hardcore is too forgiving in that you get to keep your character as well as every item he has collected and Softcore is too harsh in that you are basically stuck at level 90 unless you grind your ass off.

It should be the other way around; if you die in Hardcore, you die and your character is gone and if you die in Softcore you lose one of your portals, maybe some currency for repairs, whatever, and you go on.

In Standard it makes even less sense to have this penalty. I presume temporary, season like Leagues are called Challenge Leagues for a reason (which would make Standard, well, not) and so to have a penalty that sets your progress back in a permanent mode that never ends is... ugh, yeah... why. And when we tack on an SSF mode on top of that, Whiskey Tango Foxtrot!
Going outside is highly overrated
-Anorak's Almanac. Chapter 17, Verse 32
Last edited by Vresiberba#5216 on Jul 22, 2018, 7:54:27 AM
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Powbleeder wrote:
If you don't have enough defenses to tank, stand in the same place for too long and get hit by everything at once you die.

Again, dying isn't the problem, it's the associated penalty.

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Powbleeder wrote:
If you die often even when you do that, cram more defense/damage in your build.

Cram, huh. Right... the highest armour on a body I have so far found/crafted, is around 750. I have life mods on every piece I wear and trying to get a 20% blocking staff to replace the one I have all the while trying to max out the staff blocking nodes. In SSF.

"Cramming" isn't a thing. You play the cards you're dealt, there is no trading in SSF that would max out all resistances, get me 7k+ life and 3k+ armour. It just isn't going to happen at level 85. And even if you did, that's not a sure thing against sudden, unexpected and completely out of the blue, off-screen one-hit deaths that frequently plagues this game. When one, just one of those happens, the entire "git gud" advice is shit.
Going outside is highly overrated
-Anorak's Almanac. Chapter 17, Verse 32
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Buster1013 wrote:
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Kasapnica wrote:
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ThePathOfExileTM wrote:
A game penalising players for being awful? Imagine that.



Were in 2018,can't penalize failure now,can we?

OP,or whoever is against the current penalty,what do you propose?

There are many better solutions than pure 10% exp death penalty.

- Decrease items drop for 1-2 hours; endgame bosses drop the best items only after deathless fight (more deaths, less drop).
- More safe spots for endgame leveling (ex. 25%, 50%, 75%) - not only full level.
- Limit death penalty for each level - ex. death penalty for only first 4-5 deaths per level.
- Change death penalty from 10 Percentage Points to 10 Percent of exp to next level.

There are many more good solutions, but many of them require bigger changes in game mechanic (like leveling 70+ by unlocking content).


I am sorry, but none of your solutions sound better to me than the current penalty. I guess players have different opinions and GGG cant make everyone happy.

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