10% XP penalty death is rought now with 5 ways nerf
Now we can get to level the way so many thing in this game are done
the annoying way. Can't do any content with any difficulty, balance in this game is so damn terrible you'll die with thing out of your control. Why am I still here
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" Sorry but no ! I almost play tanky builds cause i hate dying. Most of my death are my fault ; a map mod combo, a misclick for a skill or a flask ... OK OK But for exemple, last league, i was playing SRS with very good gear ; this build is very tanky and i was killed many times by the same monster mob combo : haste + soul eater. The rare oneshoted me in a blink of eyes. I decided to take my revenge, progressed carefuly to his location, send 20 SRS ... same : he went from offscreen on my char so fast that it was impossible to do nothing. When you cross some monsters, you can't even flee, even with a solid build. And there is also the problem with disconnections : sometimes, when you relog after this, you have the joy to see that you've just lost 10% xp ... Some people will say that injustice is like in every war : even the best soldier can be killed from distance and can't dodge a bullet or a shrapnell : Injustice is part of life but a video game has to remain an entertainment and not produce that frustration. |
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" agreed make it 25% and also add item durability so item can be completly "lost" broken if you dies for 50 times. That would def sort all the legasy "s**t" on standart. |
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" If you think of it as "pick a build guide" then yes. Otherwise no. After all PoE is build around creating builds and fine tuning it and players need the ability to do so. The current game simply doesnt support it. You will die, but half of the time you will learn nothing because you either dont know how and why you died or you died from a bad combination of factors. The end result is that players are told to use an existing build instead of creating something on their own because they will get stuck at some point sooner or later. I would even go so far that the penalty prevents players from experimenting or trying harder content because they fear to loose progress they took a long time to make. Edit: Not to mention situations like bugs, or the current "performance update" that causes endless lags with higher risk of dying. Last edited by Xebov#4972 on Aug 12, 2023, 5:30:19 PM
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before 5 ways were a thing people would POB a level 92-97 because that was REALISTIC and this was fine. with the addition of cluster jewels those levels from 97-100 are far more desirable, 5 ways was a too easy way out.
yes a 10% penalty is harsh but get good, plan your maps/grind. deaths are avoidable if you play well, pay attention to your map mods, dont overjuice or face fatal bosses ect. the downside is it takes much longer to grind to 100 through maps, but personally i think its a good thing because people dont butt rush to level 100 and retire the league too quick because theres nothing left to do also theres far more sense of achievement upon hitting 100. also want to edit in: running pack size atlas passive tree, is a very safe/reliable way to get a lot of experience as it does not scale map modifiers but increases pack size meaning more exp, its a very overlooked method to level up safely Last edited by Cchris07#7105 on Aug 12, 2023, 6:10:28 PM
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5 ways aren't dead btw.
they just aren't clearly the best way to get XP anymore, they will still be a very good one. I suspect best sources of XP order will now be: Untainted Paradise(rare and not afk) > Pure Chayula rotas(not afk) > 5 ways(afk exp) 5 ways will be one of the easier ones for people to pile up and still popular because you can afk it for the XP grind. |
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Level in this game is important for the skill points, but we play this game for grind gear. Level is bored and a pain that it mist be done for farm gear.
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I don't see how any of the changes they made will "change" the 5-way carry leveling service. TBH, it will STILL be the best way to get exp fast, there will STILL be a market for it, and people will STILL use it to level.
The only difference is now it will cost the players that use such services more, and increase the revenue for carriers. |
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"Exact opposite for me. Gear is just stuff your character 'owns'. Owning a bunch of stuff isn't rewarding. Seeing positive results from a careful or interesting plan I made (in this case, a path through the skill tree) is rewarding. Last edited by GusTheCrocodile#5954 on Aug 13, 2023, 12:45:53 AM
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" What you essentially saying is you have to make a choice between playing the game and leveling your character because you cant to both at the same time and thats a bad design and might be a reason players simply quit frustrated. |
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