XP loss on death = time loss. Time loss = frustration/negative feelings.

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Wissle wrote:
You keep talking about how you don't want a separate LEAGUE with no DP because it would split the playerbase further and possibly be a precedent/start a slippery slope - which is probably right, that's a real danger.

But do you think the same problem would occur if they were just to remove the Double Pen..... I mean Death Penalty in Standard? It already is the better option for casuals anyways. Those who like the more hardcore/challenging aspects of the game play in the temporary leagues anyways.
Would that devalue leagues too much? I cannot imagine everyone would suddenly stop playing the temp leagues because of that but casuals can have their no-progress-lost "easy" mode that way - or whatever you want to call it


Personally i wouldn't really mind if they made a league without DP. I don't play league so splitting the playerbase wouldn't affect me, neither would the loss of reputation and bragging rights for level 100. 100 is my personal long term goal and a big part of my motivation to keep playing. I don't really care about what others think on that end.

The reasons i mentionend are the reasons why i think this hasn't been done yet and won't be done in the future because even if i don't care, a lot of people would.

As for a DP in standard, it's probably the opposite. I don't think many people would care about it given how standard is essentially a dumbster, i would however. I don't have the free time needed to play league, i wouldn't get anywhere if i had to restart from scratch every 3 months so i am stuck with standard. If they removed the DP there, my long term motivation would be gone and i would probably quit the game a few months later when all my builds are level 100 as there is nothing left to do for me.
Last edited by Baharoth15#0429 on Oct 31, 2020, 5:00:04 AM
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Baharoth15 wrote:
"
Wissle wrote:
You keep talking about how you don't want a separate LEAGUE with no DP because it would split the playerbase further and possibly be a precedent/start a slippery slope - which is probably right, that's a real danger.

But do you think the same problem would occur if they were just to remove the Double Pen..... I mean Death Penalty in Standard? It already is the better option for casuals anyways. Those who like the more hardcore/challenging aspects of the game play in the temporary leagues anyways.
Would that devalue leagues too much? I cannot imagine everyone would suddenly stop playing the temp leagues because of that but casuals can have their no-progress-lost "easy" mode that way - or whatever you want to call it


Personally i wouldn't really mind if they made a league without DP. I don't play league so splitting the playerbase wouldn't affect me, neither would the loss of reputation and bragging rights for level 100. 100 is my personal long term goal and a big part of my motivation to keep playing. I don't really care about what others think on that end.

The reasons i mentionend are the reasons why i think this hasn't been done yet and won't be done in the future because even if i don't care, a lot of people would.

As for a DP in standard, it's probably the opposite. I don't think many people would care about it given how standard is essentially a dumbster, i would however. I don't have the free time needed to play league, i wouldn't get anywhere if i had to restart from scratch every 3 months so i am stuck with standard. If they removed the DP there, my long term motivation would be gone and i would probably quit the game a few months later when all my builds are level 100 as there is nothing left to do for me.


Huh, interesting how different perspectives can be. I also only play standard because I hate restarting from 0 every 3 months and I would love if there was no death penalty.
Currently trying to get from 99 to 100 with normal mapping and every now and then a WTF HAPPENED death takes away hours of progress.
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Wissle wrote:
Spoiler
"
Baharoth15 wrote:
"
Wissle wrote:
You keep talking about how you don't want a separate LEAGUE with no DP because it would split the playerbase further and possibly be a precedent/start a slippery slope - which is probably right, that's a real danger.

But do you think the same problem would occur if they were just to remove the Double Pen..... I mean Death Penalty in Standard? It already is the better option for casuals anyways. Those who like the more hardcore/challenging aspects of the game play in the temporary leagues anyways.
Would that devalue leagues too much? I cannot imagine everyone would suddenly stop playing the temp leagues because of that but casuals can have their no-progress-lost "easy" mode that way - or whatever you want to call it


Personally i wouldn't really mind if they made a league without DP. I don't play league so splitting the playerbase wouldn't affect me, neither would the loss of reputation and bragging rights for level 100. 100 is my personal long term goal and a big part of my motivation to keep playing. I don't really care about what others think on that end.

The reasons i mentionend are the reasons why i think this hasn't been done yet and won't be done in the future because even if i don't care, a lot of people would.

As for a DP in standard, it's probably the opposite. I don't think many people would care about it given how standard is essentially a dumbster, i would however. I don't have the free time needed to play league, i wouldn't get anywhere if i had to restart from scratch every 3 months so i am stuck with standard. If they removed the DP there, my long term motivation would be gone and i would probably quit the game a few months later when all my builds are level 100 as there is nothing left to do for me.


Huh, interesting how different perspectives can be. I also only play standard because I hate restarting from 0 every 3 months and I would love if there was no death penalty.
Currently trying to get from 99 to 100 with normal mapping and every now and then a WTF HAPPENED death takes away hours of progress.


This is exactly why the death EXP penalty should be simply relocated to the content ran, as losing the last ran content provides the same penalty and actually address the "zerging" of throwing up to 6 bodies at the problem in a hope to "resolve it" - when the EXP bar is at 0% I mean...

As someone that actually amassed the required EXP to level from 99 to 100 on his main character 3 times (~2.3 times versus all the endgame content, the last 0.7 via single Beachhead runs), I know how harsh PoE is at leveling past 95 - had around 40-50 deaths past 95, and yes I leveled my first character started in 1.3.0 to 100 with my own build and own rules: DAMAGE CAPPED DUAL WIELDING RT WITH A REAL MELEE SKILL until they "reworked" aka nerfed Static Strike to oblivion for single target), I would feel more comfortable to not be as prone to lose large % of EXP past level 95 AND not be forced to cheat my way via the "cheesy" encounters aka Beachheads, Pure Breachstone Runs, 4-5 way emblem runs which simply offer many times more EXP for the real danger they pose.

Simulacrum actually shows that TencentGGG are capable of balancing PoE to be more fairly rewarding EXP wise concerning a proper danger/reward ratio EXP wise...

They should address proper EXP ratios from a danger/reward perspective for all the endgame content, beside moving the death EXP penalty towards the instances ran...

Hopefully, they actually do that at least as a test, because it's disheartening to hear everyone saying they need to attempt difficult endgame content at 0% on the bar to not feel the death EXP penalty...

That is a perfect example of how to not encourage improvement in casual players... They need to address that sooner the better...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
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Wissle wrote:


Huh, interesting how different perspectives can be. I also only play standard because I hate restarting from 0 every 3 months and I would love if there was no death penalty.
Currently trying to get from 99 to 100 with normal mapping and every now and then a WTF HAPPENED death takes away hours of progress.


And have you ever thought about what would happen if your wish was granted? Let's say they do remove the penalty tomorrow and you are level 100 by next saturday. Then what? Have your other chars that are currently in the 90s also at 100 by end of november or even sooner? Not being able to get that carrot when you want it sure can be frustrating, but if there is no carrot in the first place it's even worse. At least that's how i see it.

They game may offer lots of content but ultimately, if you set your mind to doing all of it, then you'll be done pretty fast. With gear you will hit a dead end at some point where you can't progress much further without playing wall street and in standard that's especially hard to do. What kind of long term motivation would be left for the game if the level 100 carrot got removed?
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sofocle10000 wrote:


This is exactly why the death EXP penalty should be simply relocated to the content ran, as losing the last ran content provides the same penalty and actually address the "zerging" of throwing up to 6 bodies at the problem in a hope to "resolve it" - when the EXP bar is at 0% I mean...


That would be perfect indeed

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Baharoth15 wrote:
"
Wissle wrote:


Huh, interesting how different perspectives can be. I also only play standard because I hate restarting from 0 every 3 months and I would love if there was no death penalty.
Currently trying to get from 99 to 100 with normal mapping and every now and then a WTF HAPPENED death takes away hours of progress.


And have you ever thought about what would happen if your wish was granted? Let's say they do remove the penalty tomorrow and you are level 100 by next saturday. Then what? Have your other chars that are currently in the 90s also at 100 by end of november or even sooner? Not being able to get that carrot when you want it sure can be frustrating, but if there is no carrot in the first place it's even worse. At least that's how i see it.

They game may offer lots of content but ultimately, if you set your mind to doing all of it, then you'll be done pretty fast. With gear you will hit a dead end at some point where you can't progress much further without playing wall street and in standard that's especially hard to do. What kind of long term motivation would be left for the game if the level 100 carrot got removed?


Personally I would just continue playing the same way as now with the one notable exception that I would always do all my bosses myself AS SOON AS i unlock them (mostly thinking about Sirus, currently always sell because I die more often than not), same with Delve when Sulphite is full - I currently avoid using Niko missions or scarabs even on 100+ or so maps, because I don't want to risk spending it in the mine as it could easily cause a death while trying to go deeper.

I genuinely see no* downside to reaching 100
Last edited by Wissle#6106 on Nov 1, 2020, 11:53:28 AM
Guess that's a major difference then, you have to skip content because you are afraid of dying and losing XP while leveling since you have only one active char. I've got so many i can level 2 or 3 parallel and still have enough chars available to do any content or boss i want. I don't have to limit myself as much for leveling.


i see death penalty as an issue becouse there are no mobs with same level as player getting to 90 is easy mobs give plenty xp to make death not that noticable but after that when each level is bigger and bigger grind it is really tiring to get next lvl or die
1. remove death penalty
2.increase monster levels based on aweakning level
T1 68-72/T2 70-74/T3 72-76/T4 74-78/T5 76-80/T6 78-82
T7 80-84/T8 82-86/T9 84-88/T10 86-90/T11 88-92/T12 90-94
T13 92-96/T14 94-98/T15 96-100/T16 98-100

aweakning level incrases monster level
for maps below t5 every 1A lvl increases monstre level by 1
above t5 every 2a lvls increases monster lvl by 1
Last edited by Scorpion969#1153 on Nov 1, 2020, 4:15:50 PM
To be fair, the XP loss is a fair "Penalty" for dying... they could be like some other unsuccessful games and make you drop your gear and lose it.

My BIGGEST recommendation: Add a Death Recap, to let the player know what killed them, so they can watch out for it / know what resistances are lacking.

There are some other ideas that may possibly be an Fun alternative:

- Small XP Loss 30% of your current XP (Boring)

- A "Dark Souls" style Soul Collection where the more Souls you have you get a progressive buff. IE; Damage/Rarity/Quantity modifiers that reset to zero on death. Paired with a new Rare Currency, that allows you to store Souls, so if you die you can replenish some of them, but a draw back is losing the souls you have to charge the Currency. Then even possibly integrating this into charging "Soul Infused Gear" in crafting. "The more you play, the longer you live, the better your gear, and the better the loot."


I'm sure I can come up others, this is what came to me first.

A lot of people keep mentioning the reason for removing the DP is to reach level 100 as a goal. That is in no way an interest of mine or I am sure other casual players. Removing the DP for some of us allows us to feel like we can take more risks and open up gameplay for more fun. EXP loss in the game is literally wasted time in real life, and that is bad. Some of us can’t accept this trade, it really bothers us. So that one thing alone, puts huge limits on what and when we can do things to progress in the game.

Separate league with no death penalty, This allows us to continue moving forward and if we finally beat the game when we are level 99, that is perfectly fine. The point is, we can keep plugging away and having fun without that awful sensation of wasting real life time. That is all this really is about. GGG does not even have to change anything about the difficulty of the game either, that is not the really the major issue here.

Hope this explanation makes sense, but some people just won’t ever get.
The biggest misconception most players have about this game it that max level here is the same as in Diablo or any other MMO for that matter, where it is a mandatory step towards the end game.

Just because you can reach level 100 it doesn't mean that any character is incomplete without it. We should honestly treat any levels beyond 90 as prestige levels because level 90 and 95 are in practice a threshold of sorts with casuals players usually hitting the wall around level 90, "gamers" (as in people who play by the book and have proper builds, but not necessarily passion or dedication) hitting 95 regularly and only the most dedicated players going anywhere near 100.

Challenge is needed for an achievement to feel satisfying and reaching level 100 is an achievement, not milestone.

That said, all of the above kind of depends on content being balanced, and since we all know that is not the case it is hard to argue that dying at high levels feels super bad if paired with BS damage spike or some other factors outside of "normal" content difficulty.

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