It seems like the time to remove the resist penalty and xp on death
" i dont care about people wanting the xp penalty to stay or be even harsher the counterquestion makes no sense its being punished or not i dont like being punished quadruple times for dying from stuff that is not clearly visible to me. being punished is "bad" being not punished is "good" or do you think if people get punched in the face they feel good? the xp penalty shouldnt be removed but rather reworked "There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019 |
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" Resistance penalty was part of the difficulty increase, otherwise capping resistance would be insanely easy, going all the way back to D2. Xp penalty does punish bad play. You even back that up by stating it removes weeks of play time --- so you aren't making a credible argument. I have never run a rota to level. I play almost exclusively solo, playing a "virtual" ssf but buying and selling as needed (mostly for room). I get the frustration, and I'm not sure my 98 will ever make it to 100. But you gotta get past the entitlement to 100. Up until they added the "uber ubers" I had killed everything except a maven watched uber elder and the synthesis based maven fight. All on level 94 or less. In MMOs, you often don't truly work on fine tuning gear and such till max level. But in games like these, level 100 means something, a lot more in HC but still has meaning even in SC. A lot of my deaths up until last patch were performance related with freezing getting me killed for the majority of my deaths. So far, situations that would often be nail-biters for me are now a lot less tense because I'm not suddenly running at 3 frames per second. Yep, totally over league play.
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" Maybe, but that wouldn't necessarily make for a better community either. Most games had xp penalties on death when i was growing up, so it was fairly standard. Let's take a game that doesn't have an xp penalty. The last MMO I was playing (again) was SWTOR, which has no xp penalty. The lack of incentive to improve makes for a large portion of the playerbase lacking in the most basic skills. Not an issue for solo play - but when they participate in group play it adds plenty of frustration to the rest who bothered to 'earn' their knowledge. In some games, you could even lose levels through xp penalty. Not that that has ever been a "fun" mechanic --- but I can't think of any punishments that were a fun mechanic either.... Yep, totally over league play.
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Dont like getting punished? Improve. Dont die.
Mash the clean
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" Sure, sounds strong and simple. With a few exceptions: 1) not every build supports such improvement. Putting it mildly. Very small portion of builds possible are capable of "don't die" and still having any dps to speak of. 2) not every death occurs because of player's mistake. PoE is famous for using players to beta test stuff. 3) not every player is lucky enough to have modern rig and stable internet connection. Even within tame content, you can die due to network or generic lag issues. And yes, I will remain and fight a losing battle in threads like this as long as I can :) At the very least, it can help new players see the widespread hubris. |
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" 2 and 3 are fine but this is a cop out that ties straight back into the quoted don't like dying? Improve. If you play well your chance of dying in a map should be next to zero in any tier until you hit a certain level of juice, you can then pick and choose when you are ready to progress or if you want to start risking losing xp from this point. Its wrong to just label views you don't agree with as hubris too, some players get told to git gud unfairly, some players think they can't git gud so never try you can't approach them in the same way. Self determination goes a long way here like it does anywhere else. Last edited by Draegnarrr#2823 on Jul 1, 2022, 3:08:59 AM
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" 1) EVERY BUILD benefits from building around the idea of having forms of mitigation, and understanding your limits. I'd argue that close to 90% of builds are capeable of not dying with DPS to speak of. The difference maker usually is how much currency and gear it takes to get there. 2) I mean, yeah? Is that supposed to be an argument or a statement? Leagues are there that are basically a beta-test for the core game. Argueablly, the vast minority of deaths occur outside of player's control. Saying that it does actually reeks of entitlement that the game shouldn't use all the tools to stop you in your tracks. 3) You don't need to play PoE on a modern rig on all low settings. I played 3.15 on a laptop from 2015. The game is rather affordable in that case. You dying to lag or network is not on the game, but on you, and even still, there is lockstep mode that removes alot of said "issue" you speak of. Don't hype yourself up by saying you're "FIGHTING" a losing "BATTLE!". You're whining in child-like fashion with mostly irrelevant argumentation akin of a protestor in a rally, protesting for the sake of protesting because you aren't getting things for free. "Help new players see the widespread hubris" is funny, because no new player would read malding posts on the forums. The one understanding every player, new or old, has is that death in game is punishing and thus meaningful of an obstacle to work against it. My guess is you're dying too much and can't handle it. I suggest playing Last epoch. IT's a good game, less complex, and don't punish your EXP-Bar for dying |
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" yes, and the problem is exactly with how different that amount of currency and gear is, depending on chosen build. 90% you speak of actually assume player having resources to buy or craft advanced affixes into most of your rares and cluster jewels. " By now I have more than enough resources stored to implement many "immortal" builds from ninja or whatever. But I don't want to, major crime here. My guess is that many people who find current exp penalty + exp gain rate "fine" are detached from reality, because of only playing/following premade builds that they know in advance as immortal. Those builds may have different offense, but way to stack defenses is same across the board, so it can be called same builds defensive-wise. Such people also bypass excessive crafting costs using prior knowledge, as if playing a game by 3rd party tools is something everyone should do. |
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" Unfortunately, there is no choice in content choice too. Playing overjuiced content is the only way to farm anything, especially for someone without IIQ gear like me. By that logic, you could tell anyone "play T1 maps and you won't die". But game is forcing you to venture into high risk content if you want to progress at all, and in that content, huge disparity between builds comes into play, which was what 1 was about. |
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" That's false --- you can entirely be profitable doing purely low tier maps -- the issue is that certain drops are restricted based on content/level. My level 70 breachstone runs have been more profitable than my t14-t16 mapping this week, and that with doing multiple maps for every breachstone. The "disparity" between builds is an issue of balance and mechanics. Atm, I only know how to scale up fire/ignite/dot, chaos dot, and maybe physical impale backed by hollow palm. Trying to scale anything else up falls short for me. For example, my legacy starforge cyclone can't match my hollow palm despite hollow palm giving up 3 slots. But there are a number of fights I don't bother taking that hollow palm cycloner cause he just gets deleted. Yep, totally over league play.
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