Please for the sake of "non HC" Players remove/alter the Death penalty

The Death Penalty is driving me nuts. 8 Hrs of Gameplay with literally no progression is just stupid and making this game cap for non hardcore players at like lvl 80.

i got help how to build defense and i got a lot clearer in all this over time, yet, still getting struck by onehits randomly and loosing basically all EP a fully played map would yield is really frustrating.

please for the sake or "normal" hobby gameplay alter the penalty to instead of loosing progression previously made into "gaining less EP after every death" until like 99,9999999999999% ep is reduced. make this debuff stack unlimitetely and vanish after one hour of no deaths or switching the char.

another option would be to make some "markers" to the hp bar (besides just recently having leveled up) to protect loss of ep under 25,50,75% of the bar, so the "time to play flawlessly" is quartered.

im plaing casually and i sometiomes need 3 days to make a level, and 3 deaths to loose everything again, thats just utter SHIT.

theres no need to lock players to a low level without progression. this may ultimately the reason for this game not to build a stable playerbase, cause only those that farm heavily will stay.

another option would be to actually hand out defensive nodes as qual as offense nodes in the tree.

players who play uniques often loose 500 base hp - without the option of skilling them back into the char.

if the only gameplay is stacking rares with hp - why then having uniques or stuff other than hp at all?


also, while studying the defenses and mob-dmg mechanics i came to the conclusion theres a reason all other games handle it "classic" armor giving flat physical protection for all, block beeing additional phys "per chance" physical protection and so on.

the problem with the way this game handles its defenses is clear:


the "always up" mitigation is very very weak, the fact that we need 75% resist all CAP as a MINIMUM req tells that!!! combined with a very low healthbar - the only way to actually protect your very fragile life is with block+spellblock or evade spell/hit as a PER CHANCE that can and will of course fail, makes this game like a slotmachine:



100 mobs target you, even if only 50% will actually hit, and even if with 70% chance to block, its still 30% dmg thats unmitigated that will hit you on your weak flat defense+healthbar


you basically turned around the defense pyramid from: much health, second much flat armor, to fewer per-chance mitigation into the very opposite which makes the game a "hacked and slayed" game.

theres a reason why basically every other game has its defenses in a certain way and not another way.

if a low healthbar is combined with low flat mitigations (that need to be stacked to 75% cap to work at all) meets very high but not 100% full mitigations, its a slot machine that rarely has to do with skill or not skill.

a chars survivability should not DEPEND on rolls, it should be "improved" by good rolls, and "worsened" by bad rolls, but currently good rolls make you die sooner or later, and bad rolls will get you wasted like a child molested by a priest.

you really need to completely rework

health, flat mitigation and per-chance mitigation to end "slot machine"

or please remove the death penalty - beeing penaltied for having a bad slot machine roll isnt encouraging to play a game.
Last bumped on Oct 10, 2021, 5:12:56 AM
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No
This would be a good idea. Death penalties do not make the game more difficult or add any depth to the game. All it does is waste player's time for the sake of padding out the game.
"
Deathfairy wrote:
No

your "no" has added exactly "NOTHING" to the conversation at all
either bring up some good arguments or dont troll and keep ignoring it
"There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019
"Casually" levelling to 94-95 usually isn't hard at all, regardless of how much do you play; 100 is another story - it's a boring grind that is purely optional.

If you want it safe - there's always such thing as the beachhead, a blindfolded toddler dressed in pampers with a stick instead of sword can do that map deathless.
"Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019
"
Wladicorist1 wrote:
"
Deathfairy wrote:
No

your "no" has added exactly "NOTHING" to the conversation at all
either bring up some good arguments or dont troll and keep ignoring it


Pretty sure that summed up the basics of it. It just simply no, the faster you accept it, and start dealing with it, the better it will be for you. This is not changing, ggg states as much plenty of times. While i honestly didn't read OP, i am 99.9999999% sure there is nothing new there, all of this whining has been on this forum plenty of times, and yet the answer is still very simple no.
"
Wladicorist1 wrote:
"
Deathfairy wrote:
No

your "no" has added exactly "NOTHING" to the conversation at all
either bring up some good arguments or dont troll and keep ignoring it


To be perfectly fair, this is about all the thought that this post warrants when we have the exact same thread every single week.

I mean, we COULD copy-paste all of the posts from last week's thread where we carefully spell out in painstaking detail all of the reasons why "no death penalty" is a bad idea. But what's even the point? Next week we're just going to have this same exact thread again, and again the week after that, and again and again and again until the heat death of the universe.

But at a certain point, it's unrealistic to expect someone who didn't bother searching for similar threads before posting to understand what failstates are and why they exist, or to understand that if they can't level up because they are dying every single map the death penalty is the game struggling to tell them something they aren't willing to hear.

So... yeah. I gotta say Deathfairy nailed it in a single word:

NO.

See y'all next week in the NEW whine-about-death-penalties thread!
"
ARealLifeCaribbeanPirate wrote:


To be perfectly fair, this is about all the thought that this post warrants when we have the exact same thread every single week.

I mean, we COULD copy-paste all of the posts from last week's thread where we carefully spell out in painstaking detail all of the reasons why "no death penalty" is a bad idea. But what's even the point? Next week we're just going to have this same exact thread again, and again the week after that, and again and again and again until the heat death of the universe.

But at a certain point, it's unrealistic to expect someone who didn't bother searching for similar threads before posting to understand what failstates are and why they exist, or to understand that if they can't level up because they are dying every single map the death penalty is the game struggling to tell them something they aren't willing to hear.

So... yeah. I gotta say Deathfairy nailed it in a single word:

NO.

See y'all next week in the NEW whine-about-death-penalties thread!


+1
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646
Last edited by Antigegner#0560 on Oct 9, 2021, 12:57:47 AM
"no death penalty"


nowhere did i claim that. nowhere. learn to read.

i asked if the death penalty could be remade to not destroy already earned XP - but rather hinder and slow new xp after death.

im just fed up loosing 3hrs of ep in 3 deaths.
You could alter it to:
1 death-buff 30 less xp for 30 minutes.
2 death-buff 50 less xp for 30 minutes
3 death-buff 75 less xp for 30 minutes
...
10+ death-buff no xp for 30 minutes.

All buffs would count down seperate. If you continue to die you wont get any xp. If you stop dying you can get xp again after 30 minutes (or some other timer).

Death penalty now is changed from losing to gaining less.



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