Death penalty - a thorough suggestion

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Pow3rFr34K wrote:
I will edit this post when good points are brought up, already did it. Please read them as well when writing up a comment.

First things first: this is the acc I have a low amount of PoE played over only 2 leagues (mostly 1), sitting at 434 hours (400 in Delirium alone I think). I also delete most characters which go to Standard League since I don't play it (with the exception of my slayer and farm characters). With that being said...

The exp loss on death sucks. It isn't fun, it isn't engaging, it isn't intuitive, it's not high-risk high-reward, it's just there, and it's, without a doubt, one of the main reasons, if not the main reason, a lot of people stop playing the game past a certain point, new and old alike. I have been reading the forums the past few weeks and people's takes on this, both the positive and the negative, and both seem to miss the mark completely.

Here are a few points I've read and the counterarguments to them.
There's no other death penalty - this is flat out false. If you die in a map, you lose a portal. Die 6 times and you can't get back in. This is for any map, be it a boss fight, a regular map, Delirium, etc.
The game will become too casual - it won't. You just won't be afraid of losing days of progress and farming low tier maps in order to gain safe exp, something a lot of people do (my suggestions remove this possibility).
People will hit lvl 100 instead of being stuck at 92/93 - why is this a bad thing? Having an end goal for a league apart from grinding gear is a good thing! That and GGG can then balance the trees / end-game content properly instead of it being challenging for players level 92 and somewhat of a steamroll for those level 100. Plus, more passives = more fun! This is a game after all and if you tell me that getting 8-10 more passives isn't going to bring up your enjoyment of the game then I don't know.
Playing not to die feels exciting! - does it though? As I've said, most people who hit 100 do it by spamming "safe" maps, not by pushing themselves. To add to that, how many of you actually challenge Sirus or Shaper or do hard T16 maps while at 70% exp into level 96 (or even lower for that matter)? This isn't exciting, this is, quite frankly, draining the excitement of the game. That and if you not dying in the game is what brings you joy, there's Hardcore for you. That's exactly why it is there.

There are other points but there's no point in me challenging all of them instead of just providing a solution which will hammer on all of the points being made. Here are my proposed changes.

1. Remove the death penalty entirely. As said earlier, it does nothing to "enhance" gameplay.
2. Lock EXP gains past certain levels. Here are my proposed changes:
Levels 70-74 - lock all EXP from content which is lower than Tier 1 maps.
Levels 75-79 - lock all EXP from content which is lower than Tier 4 maps.
Levels 80-84 - lock all EXP from content which is lower than Tier 7 maps.
Levels 85-89 - lock all EXP from content which is lower than Tier 9 maps.
Levels 90-93 - lock all EXP from content which is lower than Tier 11 maps.
Levels 94-97 - lock all EXP from content which is lower than Tier 14 maps.
Levels 98-100 - lock all EXP from content which is lower than Tier 16 maps.
3. This point has been addressed further down, I am keeping it in for transparency. TL:DR - it is a bad idea. Greatly increase the EXP required to get from level 90 to 100. It should still take less time than that if you were grinding lower maps but it should require you to actually push for harder content if you want to reach a higher level.
New 4. Add a reward for reaching levels 95 and 100 which will make leveling new characters enticing. It should be something which will make your alts feel stronger mostly while leveling, pushing players to try out more than one character.

What do the proposed changes do?
1. You no longer lose the will to live after dying at 93% after playing safe maps for the past 6 days due to a random 1 shot mechanic, you spacing out for a split second, lag, etc. Now, you'll brush it off and get right back to monster slaying.
2. People will be incentivized to do harder content if they want to carry on leveling (especially true post level 95). This is a win-win situation because:
a. more people will engage with harder content, making higher tier maps more sought after;
b. more powerful items will be up on for trade, as well as more people will be seeking out better gear in order to further improve their character;
c. more people will give PoE endgame a shot when they don't have to worry about their progress being erased;
d. people will realize how much fun endgame can be when, again, they don't have to fear a lag spike, a random 1shot, one slight lapse of judgement, etc.
3. The game won't be filled with bots running rampant at lvl 100. I don't know if bots can reliably run Tier 5-6 maps, yet alone Tier 11+ maps. If they can then more power to them I guess?
4. It gives players a very clear sense of progression. Sure, gearing is, and will always be, the most important part of your character progression, however, having that simple goal of "reach level 90" or "reach level 95" before you go to try harder content, well, that's just icing on the cake, isn't it?
5. This is probably the biggest one - People won't be afraid of trying Sirus, Shaper, Uber Atziri and other endgame content just because they might lose their precious exp. Imagine being able to challenge Sirus and being at 86% exp and actually going in to give it a shot instead of waiting until you level. I am a hundred, no, a thousand percent certain that most players have actually carried on doing low to mid tier maps until they leveled and then, at an amazing 3% exp, challenged whichever boss they could've.
New 6. By giving players who reach levels 95 and 100 a node which they can custom tailor for every character, players wouldn't feel like leveling new characters is a drag. In fact, it will incentivize people to go out and try out new builds. Maybe you love starting off as a Cyclone Glad but want to try out a bow character? Now you can do it easier! Disclaimer: this node shouldn't give a huge amount of player power but it should be good enough for a player to say "hmm, maybe I should push myself and jump into T14 maps to get to level 95 at least". Getting more people to play the game is, in fact, a good thing. This won't break leveling, it won't break end-game, it will just be a nice bonus which GGG can balance the game around. Here's how it could work (thanks Nicholas_Steel for basically writing it out):
- Reaching level 95 and 100 will unlock 2 configurable Passive Skill Tree nodes.
- These nodes are unlocked account wide and any character can immediately use them regardless of Character Level/gameplay progression.
- They can be configured differently per character.

Whether you want to admit it or not, implementing the proposed above changes will improve the overall experience of the game for both casual and hardcore players. People on the more casual side will be able to dip their toes into harder content and will catch the bug which so many of us caught all those years ago, making them want to push further and further until they hit their limit. As for the more hardcore playerbase, getting to 100 will now actually be exciting and not mindless grinding for hours upon hours on end. I've read so many posts about people hitting 100 and it not being challenging but tedious, time consuming and, above all, boring.

Riddle me this: should games be fun and engaging or tedious and boring? You could say that getting to 100 (or any high level goal you've set for yourself) is the only "boring" part but, even if so, why should it be? Why shouldn't you be excited to face Uber Atziri, Sirus or Shaper or any more challenging map? Why should you wait with doing what's fun until you're done with getting those last few % of exp in? Why should you cower instead of push forward? And again, saying that without the death penalty there wouldn't be a cost in doing things is a straight up lie. If you enter Uber Atziri with a full glass cannon build, you will die. You will lose the map and you will lose the time you've invested into getting the pieces, be it chaos / exalts you've spent or farming the pieces yourself. This isn't D3 where dying in a rift has 0 consequence on the amount of loot you get in the end, if you die 6 times, you get nothing AND you lose both time, fragments, stones, maps, whatever.

All in all, I truly believe the game will be in a much better state overall if the proposed above changes, or similar ones, are implemented. There were other things on my mind such as stacking death penalty (starts off at 1% and ramps up) but they still missed the mark - it removes fun and adds unnecessary frustration to the game. If avoiding death is your version of fun, there is literally a separate league called Hardcore for you, as well as you can easily make it as a personal challenge to avoid death. People might come at me saying "if you don't like it then stop playing" and, uhm, that's what I did? That's what many players did? They might tell me to "git gud" and my response to that is simple - CE raider in WoW, as well as Legend rank in HS (peak was 1k-ish) and other accolades. I am not a casual gamer and I do not play PoE casually. I am not viewing this from purely a casual lens but also that of somebody who loves to push themselves to the absolute max. The proposed changes satisfy both casual players as well as seasoned players.

With all that being said, this is my proposal. It's one which has been thoroughly thought out and one which has been on my mind for quite some time now. I love PoE but I simply cannot bring myself back to it knowing that, eventually, the time will come when the fun, engaging gameplay loop of murdering hard bosses, as well as pushing myself to go further and further, will be replaced with a mindless grind which will, inevitably, make me quit the game as it did way back when.

GGG, if you're reading this, I want to come back. I want to have fun. With that being said, I also want to push my characters further and further and the knowledge that I can be stronger, yet I have "settled" for a lower level, well, that just makes me feel bad. Bad enough to actually quit the game than subdue myself to mindless "safe" grinding for hours upon hours on end. I am certain that there are many people, both veteran and potential players, who feel in a similar way.

Quick edit:

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Lets give whole HC community a finger because i suck and keep dying.... No ty.


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Removing the death penalty fundamentally changes how people view max level, It becomes an inevitability. People feel entitled to it, and somewhat counterintuitively this can make the grind feel like even more of a chore. Especially if you further decrease EXP rates and "balance the game around it". The majority of players still wouldn't hit level 100 with current rates if the penalty was removed.


These two points are actually really good. I've mentioned in a post where I address more points but I really want to bring a light on these two points. As mentioned in the replies - I overlooked HC when it came to increasing the exp requirements - completely my bad. It was never my intent to actually increase the overall time it was required to reach 100 for them. The exp increase between levels 90 and 100 is a bad idea and should not be implemented.

Addressing the 2nd quote - again, completely true. Looking back at it, the only reason this was implemented was to ensure that reaching 100 would still be a bit of a "prestige", however, with people being required to do content the equivalent of T16 maps or higher, it will already be a challenge in itself. So, long story short - increasing the exp is a bad idea, both for Hardcore and for Softcore.

I will add one final thing to this, something which I came up with in my post addressing people's points: The proposed changes ensure that if you're stuck at a certain level range, it isn't because you cba with playing "safe" and you don't want to mindlessly grind. No. If you are stuck at 94, that is because you do not wish to make your character capable of doing high tier maps.

P.S - I will never understand gatekeeping. If you look at some of the answers (not all mind you, y'all are just lovely when it comes to actual constructive criticism, thank you <3 ) they feel like saying "f*ck you" to the more casual playerbase. Again, leveling will not fundamentally change the game - you still need to do everything else the same way. Another person getting to 100 will not mean they are as good as someone who has a build worth 70ex, it just gives players a clear-cut goal which will make them dip their toes into the best PoE has to offer - it's expansive endgame. Seriously, ask yourself this - how will more people being able to reach a higher level make your experience worse?

Edit 2: I have seen many people say that GGG should make it impossible for there to be random deaths, be it mod combos, unable to see particle effects, corpse explosions, off-screen 1 shots (hello Sirus my old friend), etc. While I agree this is the "best" thing GGG can do, ask yourself this - by removing the death penalty, won't these things bring LESS frustration than they currently do? And also, which is more feasible - for GGG to address all of those issues or for them to just, you know, remove the exp loss on death? In a perfect world this topic wouldn't be brought up again and again because GGG would have already removed all sources of frustrating deaths. It is 2021, almost 2022 and they haven't done it. The game has been out for almost 8 years and instead of reducing the amount of random rips, they've increased it (Delirium says hi). I am not advocating for everyone reaching max level, hell, limiting the ways you gain exp ensures that you'll reach max level only if you want to do the hardest content, not mindlessly grind. In my opinion, there is a lot more prestige in that than what the current norm is. What I am actually advocating is the same thing all of you want - a lot less frustration when dying. If you can't seem to understand it then I really don't know.


Just stop... stop with the essays. Stop with the absolute tosh you're spurting out. Nobody cares. Exp penalty exists for a reason, if you want to be level 100. EARN IT. Like everyone else has in the process of playing and becoming better at the game. It's not that GGG doesn't read things, it's that a vast amount of players are simply against this kind of change. The XP penalty is a good thing.
As someone who's been playing on and off since the start. Maps has always been the turning off point.

Having given it more of try recently, I can see the problem for me is that level progression looks like it's progression. I.e. gaining levels is the progress you're expecting. Whereas in reality the progress is beating maps, getting watchstones, getting further in delve or unlocking stuff.

I think the better solution would be to cap level at something like 80. Then have an alternate and open progression tracker that rewards you with passive points for hitting milestones.

This way, you don't have to worry about level so much. Monsters can cap off easier because the player can't over level or be too under levelled. Players can see objectives to reach that the xp cap can't take away. People with 10m DPS can mop up the final passive points easier, while others can work up to that progress at their own pace.
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igniz13 wrote:
As someone who's been playing on and off since the start. Maps has always been the turning off point.

Having given it more of try recently, I can see the problem for me is that level progression looks like it's progression. I.e. gaining levels is the progress you're expecting. Whereas in reality the progress is beating maps, getting watchstones, getting further in delve or unlocking stuff.

I think the better solution would be to cap level at something like 80. Then have an alternate and open progression tracker that rewards you with passive points for hitting milestones.

This way, you don't have to worry about level so much. Monsters can cap off easier because the player can't over level or be too under levelled. Players can see objectives to reach that the xp cap can't take away. People with 10m DPS can mop up the final passive points easier, while others can work up to that progress at their own pace.


What you're describing is the D3 progression. This alternate system is akin to paragon levels, except you get passive nodes as rewards instead of passive points to allocate in D3. This fundamentally changes PoE and my goal is not to do that. Making it so that deaths no longer take away exp does not change the fundamentals of the game. You could try to twist it whatever way you want but it's just not the case - it's a QoL change which removes frustration.

Quick edit: just because you no longer lose exp on death doesn't mean you will magically level up that much faster, especially when playing a 0 defense character. You would enter a map, die from the first particle touching you, repeat 5 times, lose the map. As the 3.16 patch notes indicate, GGG themselves do not want block / evasion capping to be so dominant so they are nerfing it. The devs themselves are telling people to stop playing full tank builds!
Last edited by Pow3rFr34K#3680 on Oct 18, 2021, 8:21:05 AM
I have never gotten a character to 100. Given the amount of grinding it takes; I don't want to and I don't feel bad about that.

Just as I've never completed 40 challenges - the grind required is not worth the 'reward'. It's more satisfying for me to not achieve it.


Just because something is there to obtain doesn't mean it has to be obtained. If you don't find value in grinding to 100 then don't do it - it's not meant to be something everyone does.
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Pow3rFr34K wrote:
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igniz13 wrote:
As someone who's been playing on and off since the start. Maps has always been the turning off point.

Having given it more of try recently, I can see the problem for me is that level progression looks like it's progression. I.e. gaining levels is the progress you're expecting. Whereas in reality the progress is beating maps, getting watchstones, getting further in delve or unlocking stuff.

I think the better solution would be to cap level at something like 80. Then have an alternate and open progression tracker that rewards you with passive points for hitting milestones.

This way, you don't have to worry about level so much. Monsters can cap off easier because the player can't over level or be too under levelled. Players can see objectives to reach that the xp cap can't take away. People with 10m DPS can mop up the final passive points easier, while others can work up to that progress at their own pace.


What you're describing is the D3 progression. This alternate system is akin to paragon levels, except you get passive nodes as rewards instead of passive points to allocate in D3. This fundamentally changes PoE and my goal is not to do that. Making it so that deaths no longer take away exp does not change the fundamentals of the game. You could try to twist it whatever way you want but it's just not the case - it's a QoL change which removes frustration.

Quick edit: just because you no longer lose exp on death doesn't mean you will magically level up that much faster, especially when playing a 0 defense character. You would enter a map, die from the first particle touching you, repeat 5 times, lose the map. As the 3.16 patch notes indicate, GGG themselves do not want block / evasion capping to be so dominant so they are nerfing it. The devs themselves are telling people to stop playing full tank builds!


I didn't say anything about full tank builds.

I don't think my suggestion really changes poe. It just makes it clear what the goal posts are and that gaining levels isn't that important relative to other objectives.
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muzein wrote:
I have never gotten a character to 100. Given the amount of grinding it takes; I don't want to and I don't feel bad about that.

Just as I've never completed 40 challenges - the grind required is not worth the 'reward'. It's more satisfying for me to not achieve it.


Just because something is there to obtain doesn't mean it has to be obtained. If you don't find value in grinding to 100 then don't do it - it's not meant to be something everyone does.


The proposed changes don't make 100 attainable by everyone. I think everyone is missing the point. The main reason to remove the exp death penalty isn't "make hitting 100 easier". In fact, it makes it harder in most cases since you are no longer able to do T10 maps and grind for days to get it. Here's what the biggest effect will be: player frustration will be lowered by a significant amount. That's pretty much it. The rest of the changes are to ensure you need to commit to getting 100 and won't get it for free. It doesn't change the way you play, it doesn't affect what content you'll do, it will just make it so that when you die, your first thought isn't "there goes an hour of leveling" and it will allow you to actually consider doing a harder challenge, be it Sirus, Atziri or anything, really, while at more than 0% exp, and not going mental boom after 1 death. That's it. It isn't to ensure everyone gets 100. It isn't to ensure everyone gets 95 even. It is to lower frustration and push players to try more challenging content.

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I don't think my suggestion really changes poe. It just makes it clear what the goal posts are and that gaining levels isn't that important relative to other objectives.


Good thought, won't happen. It is so far off from what PoE was built around and is so close to D3 that it will immediately get shut down by many players without a 2nd thought. If this thread can show you anything is that people think that removing the exp death penalty will ruin the game and make it too casual (again, missing the point in why it should be removed with it being to remove frustration, not to make leveling easier).
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muzein wrote:
I have never gotten a character to 100. Given the amount of grinding it takes; I don't want to and I don't feel bad about that.

Just as I've never completed 40 challenges - the grind required is not worth the 'reward'. It's more satisfying for me to not achieve it.


Just because something is there to obtain doesn't mean it has to be obtained. If you don't find value in grinding to 100 then don't do it - it's not meant to be something everyone does.


Same boat as you!
It's pretty boring must to play in multiplayer or be running breachstones maps to level up after 90/91. Just an unnecessary grind.

Pretty frustranting the amount of time its takes to be able to play a full capped build in PoE, even more in SSF.

Then come a smart A** on forum saying "uuuur duuuurrr Get gut"... Skill isn't the problem, the unnecessary time consuming is...

Alas, is pointless compare the PoE progressing endgame with Paragons D3 system.
PoE almost never we have the opportunity to play a fully capped Points build... focus is pure in gearing. A well geared character at 70 can do better content than a poor 90 character, but most build has no chance to be good at endgame no matter how you try to push it to limits. In D3 everyone is able to enjoy a fully skill point character to test build and playstyle, gearing is just a matter of choice, taste and playstyle.
Last edited by Fhrek#4437 on Oct 18, 2021, 3:29:26 PM
With death pentalty you have a goal.
Everyone must have a goal in their life.
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Август wrote:
With death pentalty you have a goal.
Everyone must have a goal in their life.

i want realistic achievable goals not something like
i want to become a billionaire ...
"There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019
Last edited by Wladicorist1#5599 on Oct 18, 2021, 8:50:24 PM
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Август wrote:
With death pentalty you have a goal.
Everyone must have a goal in their life.


If the death penalty is the only thing which is giving you a goal in PoE, then boy do I have news for you - play Hardcore!

That aside, the death penalty doesn't make me want to avoid death, just like it doesn't make 90% of the players want to avoid death. We want to avoid death because dying already feels bad as it is. The death penalty just adds unneeded frustration when you die. That's it. This is why I proposed changes which make leveling actually harder than it currently is. And as a last note: trying to sound poetic when it comes to the death penalty does nothing to add to its value. If anything, it makes it look like people can't give an actual reason for why it's in the game, apart from "it's there, deal with it".

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