The XP Penalty is the worst thing in Path of Exile, remove it !!!
^lol not true...the title of the thread is to remove the exp penalty. Along with the first few pages of comments.
But also @arealcaribbean: people usually don't introduce new penalties as a substitute for the exp penalty because other penalties already exist and are more than sufficient in "punishing" death. The main point of removing the exp penalty is that there doesn't NEED to be another new thing to take its place. Last edited by jsuslak313#7615 on Mar 13, 2023, 11:35:03 AM
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I still think a consumable item is the way to go... one that must be kept in the players inventory taking up anywhere from 1-8 slots that upon the players death would essentially shield your exp bar from a percentage of the exp that would normally be lost.. however the largest item of that type is consumed from your inventory, it could show an energy-shield like overlay over the exp bar to show how much exp would be prevented from loss on death.
i already carry this on me all the time, surely an item that is providing an effect would not be too much of a burden for most people. Innocence forgives you Last edited by SilentSymphony#3358 on Mar 13, 2023, 12:06:00 PM
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" If that means you can freely die 5 times each map when playing solo, I'll just ask what kind of a rat-ass mickey mouse steamboat show of a game is that? :) Is it even a game anymore? Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Mar 13, 2023, 1:08:38 PM
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" I also wonder why users with level 100 chars keep playing that rat-ass mickey mouse steamboat show of a game since they don't lose any XP. Do they play a game anymore? > Fixed a bug which allowed the Bestiary craft using The Black Morrigan Recipe to not respect item socket rules.
This company can't get any worse. |
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" Well I did also suggest lowering the number of portals for solo and duo. But may I ask, how often did you roll through the map, taking all eldritch altars you've come across, and then next legion or harvest or expedition encounter suddenly produces rare mob who synergies perfectly with your altars and map mods, and thus wiping you out like nobody could do for the last 30-40 maps, by sniping through a single weak spot in your defenses? Even if you are hardcore-only player and farm slowly, I daresay above situation is pretty common. People won't stop taking risks, because loot in this game is very shallow unless you can afford fitting in MF. And eventually, things will line up and you will have to spend 2-3 extra portals on 1 mob. So, having spare portals protects you from inherently sporadic BS design like hasted + souleater + steel-infused, and at the same time does not mean everyone would want to die 5 times each map, no need to consider most players inherent abusers of that practice. As for remaining abusers, as always, answer lies in using your brain and figuring out something new. Example: Make a death counter for player character, using server clock, and store it among account data on server, per-character. If someone would die dozens of times within 10 min time frame, then you can be sure they are doing it on purpose and roll out the penalty. It is commendable that GGG tries to solve problems with minimal amount of additional interference from adding new rules and mechanics, but by now they should've realized it won't work, their mess is too convoluted to be treated without adding lots of precision safeguards here and there. Last edited by Echothesis#7320 on Mar 13, 2023, 3:21:35 PM
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" Some people like farming with lvl 100 characters, and without dying much. Don't they have right to exist? When I first reached 100, I actually took great pleasure in the fact that I can play any content I want without constantly assessing possible penalty. |
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" I mean, two rabbits, three rabbits, the numbers aren't even that important. I've played some pretty plushy looking korean games where you actually don't want to die, but here's a game that advertises itself as a dark fantasy set on a brutal continent of wraeclast beset by hordes of monsters and cutthroats, and then just lets you die a few times per map without as much as a slap on the wrist. Dunno about the rest of you, but that sounds kinda funny to me. It's kinda strange that the concept of failing in a game needing a cost is so alien, and I'm not talking failing so hard that the server starts thinking you're doing it on purpose. If we look at gaming history, there was a time when failing meant you lost your coin and are supposed to get your ass off the machine because there's a line behind you. Now, we could say that the particular business model I'm talking about was built on getting you killed, but what they did was pretty crafty, almost an art of sorts. The goal wasn't just killing the player, the good ones perfected killing the player in a way that will make him come back and try again, sure as daylight. As a sidenote, dunno if I'd push that thing about not losing exp when you're at level 100 or zero exp. I'm all for replacing the exp penalty with something that will always punish you, but I'm thinking that the playerbase might have something to say about taking that little perk away, and it wouldn't be polite. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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" Imo by now, the dark fantasy immersion ends when you get past character class selection screen. Weirdest possible builds from immersion perspective, bland mob models that tend to blend into one moving mess as you get to more difficult content, dialogues that might as well be skipped since your character hardly ever replies anything, shrug. This game has received 100 times more upgrades and facelifting to the combat aspect, than to the plot, so doubt there are many who look at it as you do. Game looks more like sandbox doll manager, since your success is decided in hideout, not in the field. " Doubt 2D games of 1990x ever demanded so much time and effort from you as this one does, to become "successful". Trying to follow suit with those 40 challenges built to siphon even more time than standard grind looks more like obsession than a game. So it is natural to be perceived as "alien" for someone who has other things in life except poe (no offense meant, I think you would agree that playing one game close to 24 hours for several days at the start of new league can be called unhealthy). Last edited by Echothesis#7320 on Mar 13, 2023, 4:32:01 PM
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" If we can take that beating the game with one coin being the definition of 'successful', then it could take quite a bit of time and effort, I could do it for a few games at best, on a good day. Well, at least it was more expensive,so you couldn't afford to sit there and play all day, unless it's a fighting game and you're a total beast so nobody in the area can take you off the versus machine, I suppose. And going to the arcade took a walk so you'd get some exercise and fresh air, and you saw people, fellow weirdos but at least they were real. Mostly real that is, there was some story about a ghost sighting once. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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" To make it short, you didn't understand my comment. > Fixed a bug which allowed the Bestiary craft using The Black Morrigan Recipe to not respect item socket rules.
This company can't get any worse. |
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