Exp Loss is freaking unbalanced
" Agree with this. However I am not against the death penalty changing or being tweaked as long as it still matters. I can see how people can be massively discouraged by it but I dont really see a lot of alternatives that would fix people feeling that way. If you die a lot and the game has a decent death penalty your probably going to feel pretty bad regardless of what the death penalty is. FYI I have died plenty, I know what it feels like but I would much rather have this then a system where the death penalty doesn't matter. Standard Forever
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" Stop mis-associating zerging and portaling... with XP penalty. Portaling is a GGG screw-up, it needs to be properly done so you can't use it in battles (pff, I can see the rage). Zerging content should be utterly impossible after death. Not hard to be done. Put some death debuff on the player, and he won't get back to the mobs that will just dump him in a shot. Regen the mobs/mob packs when player dies, restart zones/encounters. These are just a few among many, many techniques to make death count while not setting you back hours or more. And you would take defensive stats when in a zone you get one shotted. Then again. Then again. I'd respawn the mobs too, but OMG!!! it would allow for players to grind XP at a proper rate in maps! We mustn't let them level up nicely, at any price!!! But then again, we can make the respawned mobs give no XP ;) Conclusion: Make the damn mobs, especially bosses, hard. I mean, HARD. So you could have to learn to beat them for days. And make the victory be rewarding. Implement this, and death XP penalty will no longer have any purpose, and skill and perseverance will be rewarded properly. placeholder for creative sig Last edited by Undon3#5633 on Apr 11, 2013, 5:19:59 PM
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" Losing a portal is something but I don't think its enough. I could die 4 times in every map and losing the portals would hardly matter because I would still get all of the items that I want out of the map. Don't you feel frustrated dieing in basically any video game? I remember feeling frustrated dieing in about any video game that I have ever played. Why should PoE be any different? Standard Forever Last edited by iamstryker#5952 on Apr 11, 2013, 5:20:41 PM
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I am not against possible changes to the death penalty, but stating that 'dying itself is enough of a penalty' I cannot agree with in the slightest. This is due to the fact that the penalty is there to balance your choices.
I would also be against any sort of stat debuff on dying as this would simply make me log out rather than wanting to grind back my lost XP. If you feel that 'XP debt is better' I can understand that, it would also make death at 0% just as impactful as death at 90% which is a problem currently. Either way I do feel that some form of XP penalty is the right way to go for the game in its current iteration. |
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The death debuff from my early post is just an example of how easy is to stop content zerging, because this comes up again and again in the XP penalty topics.
But it seems that content zerging and so on is not the actual issue that preoccupies those seemingly worried with it, is it? What preoccupies them is the possibility that at one time PoE might not crush noobs under its systems and they would have nothing to smile about any more... (to put it mildly). Am I rite? placeholder for creative sig
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" Some players take it with a grain of salt, and just death zerg their way through the game. --C |
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Anything about this in the manifesto? I couldn't find anything about progression/XP, I won't be able to reach proper reading place for a day :\
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" I saw nothing. --C |
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At the end of the day, if the purpose of the death mechanic is to stop zerging, its doing an incredibly shitty job at it in PoE (this is due to other reasons, such as portalling)
In fact the only thing that the mechanic is doing currently is severely hampering build viability in certain areas, and frustrating players in other There does obviously need to be something that happens on death, people only need to see games like Bioshock, which had incredibly silliness due to its non existent penalty (seeing people zerg big daddies by hitting it a couple of times -> dying -> repeat). I know Big Daddy is a different genre, but it is an example of what happens if there is no penalty at all |
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There is one way to combat this. Do a World of Warcraft style resurrection sickness. Say for the next 5-10 mins your XP gain is 50% only. And if you die again with this on you get level 2 resurrection sickness that decreases your XP gain to 25%. Etc etc keep dying with the res sickness on and you can go all the way down to zero XP gained for kills. But wait out the 5-10 mins or go killing and don't die in that period and all your stacks of resurrection sickness go away.
This does not harm the XP you have already gained but it is enough of a punishment so those people who love fasy grinding will try to avoid dying a lot. |
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