Biggest LIE in PoE HisStory
One of the oldest game design concept - risk vs reward.
Without death penalty we would all just get lvl 100 in 50 hours (at most), and many of us just quit game for good after first maxed character. Death penalty drives you to try and improve your character. My cap so far is lvl95... and i am totally ok with it tbh. Now game DOES have indeed some "difficulty problems". Like overall difficulty level of Shaper and his guardians. Which is completed by very few players who actually make their own builds. One thing that should have several level of difficulty (like modifier via map device). But death penalty in game is just fine. |
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my problem with the death penalty is when you die from bugs or lag. Maybe its should be removed just lessoned. Or maybe give players a freebee. like no loss of xp on death if you havent dies in an hour of gameplay or something
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" Whole idea of trade is so you see other players and maybe buy more MTX - same reason they launch you in town instead of Hideout. They could easily slow progression down as they claim their reasons are - with say 5-10 trades a day max with EZ AH or other ways. But it aint about that. It's about player contact to spur sales for them. Git R Dun! Last edited by Aim_Deep#3474 on Nov 18, 2019, 1:12:33 AM
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" I personally think this line of thinking is very flawed. I mean how many of you actually saw someones MTX in town and went and bought some? I know I haven't, none of my friends have, I have yet to see someone buy MTX just because they spawned in town for 2.5 seconds before going to their hideout. |
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" On other side i bet many ppl went ahead and bought some tabula rasas on shady rmt page after seeing 30bots walking to stash and to portal wearing it in exact pattern. I feel pretty, Oh, so pretty,
I feel pretty, and witty and gay, And I pity Any girl who isn’t me today! | |
Someone said trade being fine is the biggest lie. I think I have to agree with that point.
Regarding the death penalty, people have generally adjusted to the death penalty or they quit the game. I know two people that do not play PoE explicitly because of the current death penalty. So there may be truth in the OP assertion about people quitting because of it. GGG should come up with a different penalty to replace the current one. I think it would help player retention. What the penalty might be, I don't know. GGG has some smart folks they should be able to figure something out if they really wanted to. Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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" Getting to level 100 is an extremely prestigious thing, even by today's standards. No one should be allowed to fail upwards towards it. Any end game, uber elder killing super far depth delve getting build doesn't 'need' to go past 90, which is already VERY accessible. If you die so often that you can never reach 90, then you need to make some changes. If you want to get to level 100 but don't want to put in the effort, while also getting angry that dying puts you farther from that, then you don't deserve to get to 100. You can already throw corpses at nearly everything in the game, so if those two people you knew actually quit because they couldn't corpse run themselves to 100, then good. It's not there as a participation trophy to show you watched netflix and grinded maps. It's there to show you actually tried. Again, the death penalty is fine and makes a lot of sense. |
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I did not complain when xp loss on death was 30%, so I will not complain now.
Leveling past level 90 should be a steep wall to climb and, as mentioned before, is not required for vast majority of the content. The thing that changed since 30% death penalty was fine is how gameplay sped up. Now it is not about killing though enemies, it is about killing all of the enemies as fast as possible, and some of those enemies have skills that will kill most of the character builds if not dispatched quickly. I am sure GGG has their "player enjoyment" data analysed and I doubt the fast paced combat will ever go away, not in this game sadly. As such, we are stuck with completely reasonable mechanic of xp loss on death being blamed for much larger design decision drawback. Last edited by respon#2182 on Nov 18, 2019, 3:26:08 AM
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I disagree with OP. I'm all for xp loss on death.
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" I have. I saw someone with the Empyrean Pack (I had been eyeing it but was curious how it looked in game) and immediately went and bought it Same as the Sin and Innocence Wings plus various other MTX I liked over time but wanted to see in game And to answer the OP, I like the death penalty. As someone else mentioned; it's risk versus reward |
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