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. |
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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. |
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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. |
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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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" 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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" Rubbish. Of course you're 'supposed' to die, otherwise when you do the game is over. You're confusing softcore with [proper!] hardcore mode. " 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. " 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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" This, I could live with. ____________________________________________________________________________________
- Self-proclaimed king of level 172 budget builds - "Security token has expired. Please submit the form again." ____________________________________________________________________________________ |
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" 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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" Again, dying isn't the problem, it's the associated penalty. " 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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" 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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