EXP LOSS POLL
"Isn’t that the same logic as: If you can’t live through certain random map mods and monster combinations, you should just not do maps until you get better gear. No reason to complain about the death penalty if you’re strong enough to kill everything without dying. Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com |
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" nope its not the same you literally compared the endgame boss to normal maps lol a boss is a damn "BOSS" not a creep yes you should do the content fit to your character and build but with the endgame we have now its almost impossible crafting is crap and to randomized also every worthy item is locked behind some crap that no one needs so you cant go in and grind a random map for 12 hours until you get something nice by "random" like rng should be nope you get lots of uniques that arent even worth picking up and the rares you can pick up are so many that you dont even want to waste time to identify them also if i dont get anything worthy after playing my char like 400 hours has bad mechanics that other games do better all its good about the game is the build variaty but back to topic the thing is punishing people on top of all the things i said is like they almost want people to leave i've beaten all the endgame and i did uelder n shaper first try after watching and studying the mechanics of this fight enough but the game literally shows me the big middlefinger and says you all have to buy the gear you in which i come to my next point trading in this game sucks "There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019 |
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" Irrelevant, bosses are already balanced around the current mechanics, as maps are. Try again. " Have you ever asked yourself if you were not doing something wrong ? Has that ever happened ? SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Aug 12, 2019, 10:22:23 PM
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Seriously, it feels like you guys aren't trying to have the best system possible, but instead to shut down any possible suggestion in order to keep the status quo.
I get that you probably mean well, but it sure does feel that you are trying to keep a system that advantages you over other more casual players. Aren't bosses and maps supposed to be balanced with hardcore in mind? If they are, then GGG should be able to make maps one-try-only with just a few tweaks without it becoming a huge frustration. If they aren't, then they are already in need of a serious rework. Fruz, you really shouldn't try to shut down suggestions because the game is currently balanced a certain way. 1) If a mechanic is bad, then it should be changed, point, then, and only then, does balance come into play, with it needing to be updated. 2) You don't know how long it is going to take GGG to change balance to take into account a certain thing. If it's too long, that's their call, not yours or mine. Seriously, asking for a rework of the penalty should be a no-brainer. It causes a lot of bad side-effects, and, most of all, stops fulfilling any job as soon as players stop caring about experience. |
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"I'm merely showing flaws in people's "argumentation" (for a lot of cases, speaking of argumentation is very very kind already). And often, it's very easy honestly, as the flaws are obvious. So ... you say that it's bad, => it is bad ? Oh ... sorry .... I had no idea that you knew the absolute truth about that, much better than other players that have more experience than you and much better than GGG too ... /s SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Aug 13, 2019, 6:09:44 AM
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" On the matter of the death penalty, it often looks as if you are trying to shut down suggestions by grasping at any imperfection (which of course is easy, as no suggestion can possibly be perfect) you can find without actually comparing fairly the suggestion to the current state. That may not be the actual intent, but it does look that way. This whole post of yours does not paint you in a good light, being uselessly agressive, and adressing a (possibly unintentional) straw-man of what I was saying. I have the understanding that we all sometimes post overly agressive messages at some points (as I already did in this thread), without necessarily an ill intent behind them, so I'll give you the benefit of the doubt. My point was that you are looking at game design in the wrong order. It shouldn't be balance dictating mechanics, but rather mechanics dictating balance, which is why I am kind of frustrated of seeing you push current balance as a reason to not rework mechanics. |
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" If you're realistic, you don't just chance mechanics on a whim if it does not fit the balance a minimum, because changing a significant chunk of balance is unrealistic, it's not something that GGG will do, so ... I legitimately have yet to see one actually good suggestion that would still soft cap bad build and be different from the current penalty, seriously. Many suggestions that would give an incentive to players to not play the game anymore for a while or similar nonsensical stuff .... it's quite terrible really. PS : if you don't like perceiving thing as aggressive, try not to throw silly absolute truth as "this mechanic is bad" (which is clearly what you implied, even if it was not 100% explicit), then you won't be called out on it. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Aug 13, 2019, 8:19:11 AM
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There should be consequence to mistakes regardless of the game mode.
I find EXP loss more than reasonable and it's pretty standard as an alternate to perma death. Plenty of other games have EXP loss on death and made it just as hard to get back. It's a shame it's not an issue in Path until lvl 90+ The alternatives would be 1 chance runs, ie 1 portal maps which don't agree with inventory space or total resets + a key like Labs. Though in a game with trading I find both those options fairly trivial. Still at least it's a consequence unlike some newer games where you essentially can't lose. I started both PoE and WF in 2013 and PoE remains the better functioning game these days in part because there are consequences to dying, a need to pay attention at points and a reason to min/max your builds. "Never trust floating women." -Officer Kirac
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My solution is better build balance so that we’re not trapped in this binary status quo where meta builds-of-the-league never die and anything else does all the time. GGG needs to stop handing us obvious “I win” build choices, and then difficulty can be adjusted much more easily across the board.
We're all in this leaky boat together, people.
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" but the death penalty mechanic is bad. it forces you to play a certain way , build a character with massive aoe or stay at range. Skip bosses - as you are better off semi clearing maps and opening a new one. A penalty should not force a player to abandon half the game. It is also disproportionate compared to the pace at which a player clears the game. If you are on a super fast clear build, the penalty feels bad but you are clearing maps in 1-2 mins and will gain it back in 30 mins. if you are like most casuals , you do not play this quickly. the penalty can easily set you back days of progress as you only have an hour or so to play and you prefer to clear the map and boss as a normal sane person would. The penalty is outdated , and should be addressed. I am not saying remove it , but add a mechanic to regain the loss experience faster from one random death here or there , or add a cap to the amount of total lost experience per level such that everyone can progress eventually. |
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