Exp Loss is freaking unbalanced
I feel the 7.5% loss in cruel is fine, but in merciless and maps having so much more time needed to recover the experience combined with double the experience lost is just too much.
7.5% lost in cruel can be recovered quickly, but because it can take for ever in later game, surely this is enough of a penalty on its own. Edited... "Thank you for pointing that out politely kind sir :-) Dying in merciless is not so much a penalty as a demoralizing kick. In cruel after dying due to either my own stupidity or desync, I want to get back playing straight away and get revenge on whatever killed me, but in later merciless it becomes a case of so much time lost from one death that I tend to give up playing for a day or more and switch PoE off. It's no longer fun and enjoyment. If I wanted a harsh penalty I would play hardcore not normal. Last edited by Jaknet#1426 on Mar 31, 2013, 6:10:01 AM
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that's 7.5% in cruel my good sir :)
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" My friends stopped playing, had nothing to do with oceanic servers |
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Mine stopped too, 4 guys. Reason? Boredom... lack of content... progression walls... game not being rewarding enough.
I don't think any of them actually even managed to the point to where they would have been complaining about XP loss. As far as I know, only one of them ran maps (because I invited her to come with me in a few easy ones, so she could see the system...). The others stopped in Merciless due to snakes or discharge mobs and stuff. Maybe if they would have had a respec available, they would have respecced to a more proper build, but without it... they just went back to other games. 2 of them are pretty hardcore gamers and were guild mates with me, they're very used to math in games and planned builds and so on. Still left... You just can't ask random people on the net to suddenly become dedicated enough to your game... you have to hook them in somehow. placeholder for creative sig
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well, you can't really please everyone I guess.
we did some maps with my friend, but losing XP over and over kinda put too much pressure. PoE forums ignore list script:
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there is 1 good solution to this problem:
Stop Dying. I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
https://www.facebook.com/victorseicheart/ World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950 Highest level char in Closed Beta, Wytchfindergeneral |
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" As many casuals go back to D3 the better. Unfortunately there are still quite a few around here still. Some of us vets feel 15% is too lenient. we wanted 35% penalty, GGG brushed us off :( POE is a constantly evolving game, so expect balance changes, buffs and nerfs STILL!
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that's actually a good idea, let's go back to D3 and kill PoE while we're at it.
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Till you hit maps the current dead mechanics aren't that bad, but after you gain a certain level its quite annoying.
Probably make it that you just loose xp gained during your last hour (or another time span) of actually fighting, so nobody will loose a days effort but its still punishing. |
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" I'll repeat what I have said many times before. There should be a league for players who otherwise would not be GGG customers, or find the harsher rules too harsh. It can't hurt you, and the likes of you. You wouldn't be in that league at all. And no, it wouldn't dilute the player base, as these are all players who would quite and "go back to D3" anyway. As for the specific subject, there are all sorts of ways to die really fast right now, quite a few of which are either not under one's control, or only barely so. At levels > 70, such deaths represent an increasing amount of time investment. Personally, I object to having to have an HC style build in Default. But you really need that, once you reach a certain level, if you are to progress. What I have recommended numerous times is that the XP penalty on merciless be converted to an amortized average time lost for the average player instead of a flat percentage. Someone would need to come up with M for M minutes lost, but after that, the XP loss would be inferred. For example, if the figure were 30 minutes, then the amount of XP lost would be the XP collected in 30 minutes by the average player at or near that level. Last edited by Courageous#0687 on Mar 31, 2013, 10:36:18 AM
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