EXP LOSS POLL

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j33bus wrote:
It's pretty unclear that it's serving it's intended purpose anymore.

level soft-cap.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Here's an idea: How about we get rid of the gradual XP gain by killing mobs altogether and just hand out or drop all skillbooks when certain challenges have been completed?

Part of them already come from acts, this number should be increased to make up for the ones you'd usually get by leveling.
Others could come from maps/Zana's questline, from the current league mechanics and from former league mechanics. Each should cover a certain portion of the max. number of skillpoints per character, so to reach the max. level, one would have to complete all (or at least most of) the hardest challenges the game has to offer.

Of course at least some of those skillbook drops could be limited to deathless encounters and/or a min. monster level to up the ante.

That way, reaching level 100 would mean a lot more than just "I have no life and therefore speed-grinded T16's/pure breachstones for a few days".

But who am I kidding...
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Fruz wrote:
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j33bus wrote:
It's pretty unclear that it's serving it's intended purpose anymore.

level soft-cap.


Then it''s definitely not serving any purpose if that's it's purpose.
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j33bus wrote:
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Fruz wrote:
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j33bus wrote:
It's pretty unclear that it's serving it's intended purpose anymore.

level soft-cap.


Then it''s definitely not serving any purpose if that's it's purpose.


How come ?

It does, many have troubles leveling up at some point and eventually get stuck.
Some of those come to complain about it (because it's the game's fault usually, of course) and here we are.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Cause you're not supposed to level in high level content anyway, you're just supposed to sit in nice low level maps that are safe and you clear faster than the other experience penalty reduces your experience.

I'm not against the death penalty in theory, just the games spiky nature makes the entire thing problematic. The penalty doesn't encourage a different behavior, it's more or less a random penalty in this game that you get hit with some time. Way too often in the game you just kinda die to bad mods on a map, and a rare with tough mods that crit you, and then you go back and kill the thing and it just feels random. Dying and being penalized doesn't really mean "I should do something easier" because if you keep doing the exact same thing it's probably fine.

The death penalty isn't really doing anything positive for the game, because death mostly just feels random, there's rarely any learning associated with it except for the big bosses.

I'm really just having trouble finding how this penalty adds anything positive to the game like it did in Diablo 2, where it was clear what killed you and area difficulty ramped up consistently.
Last edited by j33bus#3399 on Jul 10, 2019, 11:40:03 AM
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j33bus wrote:
Cause you're not supposed to level in high level content anyway, you're just supposed to sit in nice low level maps that are safe and you clear faster than the other experience penalty reduces your experience.

Or you know what you are doing and are leveling in red map (without dying) at a much faster pace than in low level maps.


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J33bus wrote:
Way too often in the game you just kinda die to bad mods on a map, and a rare with tough mods that crit you, and then you go back and kill the thing and it just feels random

(not talking about Legion here, although many HC top players still do it without dying) I disagree here, if you have a well balanced character and you know its limits well enough, you don't just die like this.

If you play a glassy character and play really rippy content (relative to the character) or just fail to evaluate its limits then ... well, that content was too much for you.

We don't have instant volatiles, reflect rare (although we still have the fucking map mod) and lightning torns packs anymore, you don't just die out of the blue if you know what you are doing, really.

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J33bus wrote:

The death penalty isn't really doing anything positive for the game, because death mostly just feels random, there's rarely any learning associated with it except for the big bosses.

I can agree that the screen clutter makes the whole thing more frustrating, that with the lack of any log whatsoever, but this isn't enough of a reason to just stop punishing people's mistake and open the door to everybody playing purely glass canon and never being afraid of any content anymore imho (and I have yet to see a clever suggestion as a replacement to the current penalty).
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
A middle ground/solution that could (temporarily) please both sides is to have xp loss scaled to the players current xp bar instead of the total amount required for next level.

To put it simply, if you die at 50% xp bar, you lose 5%. Die at 70%, lose 7%. It is less than the current (fixed 10%) penalty applied.

This way players feel less of a blow at death, but penalty still exists.

It is the same kind of discussion with AH, solution doesn't has to be 100% one thing or other, could be more or less what this gentleman (or lady) proposed: https://www.pathofexile.com/forum/view-thread/2583754/page/2#p22198164

What bothers the most is that people engaged in these arguments -on one side or the other- tend to be stubborn (and GGG most of all?). Stubborness refrains ones enjoyment of life and evolution as a person. If there's an issue we should work a solution!
"It is a cruel joke that man was born with more intent than Life."
Not sure I have much of an argument here with this one but I think I would enjoy the title more without the xp penalty. Its mostly a psychological thing, currently I often avoid playing anything hard or uncertain content if I have even a decent chunk of xp accumulated. Removal of the penalty would encourage the play of harder content and riskier builds!
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ramosmichel wrote:
To put it simply, if you die at 50% xp bar, you lose 5%. Die at 70%, lose 7%. It is less than the current (fixed 10%) penalty applied.


Why make it dependent on the current level progress? Why should the penalty be more severe towards the end of the bar?

I'd say if it has to be something like that, make the XP loss a stacking debuff. First time, you lose 1% and get one debuff stacked. If you manage to stay death-free until you gained a certain percentage of XP again, the debuff goes away but if you die before that, you lose (e. g.) 1 + n²*2% XP and get another debuff stacked and so on up until a max. value.

That way occasional deaths from one-shots, disconnects, game freezes, etc. don't really hurt but if you're trying to "die through" a boss encounter you're going to suffer.
well mobs do more dmg so more rips
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