Please remove death penalty or make another server for that

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Toforto wrote:
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sevens67 wrote:
There has be to some sort of penalty for failure or its no longer a video game. So what else could it take its place, maybe you lose access to the instance/map you were in on death?



You seem to be missing the point, softcore already has many many punishments for dying. Dying ends your ritual encounter and you get no more points, dying fails your Ultimatum encounter and you lose ALL loot, dying in Delve means the node you chose isn't complete and you also lost the sulphite you used to travel to it, dying in the menagerie means you wasted the beasts and didn't get your craft,dying 6 times in alva temple means your temple is wasted. Should I go on? Dying in maven invitations and losing 6 portals means you lost the time you put into farming the invitation and also the currency it costs if you would have sold it. Dying to Maven 6 times is a MASSIVE time-loss cus that's 10 maven splinters down the drain, and you could have just sold you maven's writ for massive currency so that's lost too. Dying to searing exarch or eater 6 times means your 28 maps were for nothing, again also losing currency since the invitations cost something on trade. Do you REALLY think we need a 10% exp penalty on top of all this? Because I'd only be ok with it if we literally had infinite portals on every map. Oh and let's not forget about dying in ToTA meant you lost whatever reward was on that round, and then dying again loses your whole tournament AND you start off with less units on the next one. The game has so many penalties for failing shit.


But then, you're an hc ssf player judging from all your characters, so I don't expect you to understand how softcore trade players feel. You already have your penalty, which is losing your character. You should think twice before commenting on something you have no experience with, since you seem to not play softcore at all.


This post right here meticulously explains why I feel like removing the exp penalty isn't going to ruin the game. There are plenty, and I mean plenty, of ways to punish players as it is that the exp hit is merely one more drop in a bucket that nobody would notice if it goes away. There are plenty of means already in the game that help discourage zerg rushing, the most notable of which being limited portals, time, and currency wasted.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
Last edited by Pizzarugi#6258 on Jan 1, 2024, 11:50:16 AM
What I dislike about XP penalty is that it limits experimental (or aggressive) bossing to levelup or lvl 100. IMO this is a design failure. It would be better if you could somehow select: I dont care about XP now "I neither gain nor lose XP from anything" for some cost. Not sure about the best way to do it. Maybe an Omen that you can buy from some NPC. And if its removed from inventory it poofs instead so it has to be rebought. If that NPC is also somewhere in the wild so that it costs a bit to access it would be fairly well balanced I think.
If they really want to they could then also increase XP penalty and/or also make it downlevel. Personally I dont care about these "little details". Only issue is the bossing practice one which is annoying.
No wonder it's lost, it's in the middle of the jungle!
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Coconutdoggy wrote:
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Wladicorist1 wrote:
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unstableafflictionxxx wrote:
I disagree, I hope the XP penalty is twice as brutal in PoE2

the jonathan rogers interview with kripp more or less confirmed there will be no exp penalty in campaign but in endgame there will be something else he didnt said anything about it


? He said the penalty is still there LOL via end game maps you're STILL going to lose exp.

As it should.


late endgame yeah
poe2 is mechanically a different game though, so i expect to die less there based on what i've seen its more skillbased rather than gear check based with the dodge roll and all. also in poe1 you cant expect people to survive even though using all possible defense layers for the character (deadeye for example, dodge cap spell supp) because of certain rare mob mod combinations or if it has souleater. playing "better" or make the build "better" wont change a thing there
i've seen the tankiest builds getting oneshot over the years so unless you prove us wrong and how to play better or make a better build your argument has 0 validation for the exp penalty to stay
"There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019
Tip 1
Make some kind of defence on your character

Tip 2
You can use omen of amelioration (second league in a row)

Tip 3
If u really care about experience just get some divines and go 5way


These days leveling process is just to easy to making it more easier lmao
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muchomorek123 wrote:
Tip 1
Make some kind of defence on your character

Tip 2
You can use omen of amelioration (second league in a row)

Tip 3
If u really care about experience just get some divines and go 5way


These days leveling process is just to easy to making it more easier lmao


That's not the point, and building defences literally means nothing with all these overtuned league mechanics like affliction empowerment or archnemesis souleater/god-touched rares. Also I bet like less than 1% of players even use omens lol, most probably don't even know they're still in the game. I sure didn't. And finally, yes you can buy 5-way legion carries but A: they're laggy af and B: you shouldn't be forced to resort to exp carries and using up your hard-earned currency for that when the game just has a horribly-designed exp loss penalty. The fact is that if they removed the exp loss it would massively improve the game for more than 50% of the playerbase, and I think I'm being generous with that number. Most casuals or even people that play 8-10 hours a day hate the exp penalty. It's outdated and serves 0 purpose with all the other ways the game can screw you over and waste your time by just dying.
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Toforto wrote:
That's not the point, and building defences literally means nothing with all these overtuned league mechanics like affliction empowerment or archnemesis souleater/god-touched rares.


I'm happy you already figured out that the issue isn't the XP penalty, but overtuned rare monsters. Maybe we should rather talk about those outliers and design flaws such as Souleater being permanent and stacking a ridiculous amount of DR and damage.

Like, you know. The things you die to which feel like they are out of your control.
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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ArtCrusade wrote:
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Toforto wrote:
That's not the point, and building defences literally means nothing with all these overtuned league mechanics like affliction empowerment or archnemesis souleater/god-touched rares.


I'm happy you already figured out that the issue isn't the XP penalty, but overtuned rare monsters. Maybe we should rather talk about those outliers and design flaws such as Souleater being permanent and stacking a ridiculous amount of DR and damage.

Like, you know. The things you die to which feel like they are out of your control.


Well yeah, it doesn't help that Soul Eater's max stacks are 1000 and the mobs go so fast that their animations break and they stick to you like glue until you either die or kill them. It's just completely broken. It's very fun when that happens in a ritual or ultimatum where you can't run away too.
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ArtCrusade wrote:
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Toforto wrote:
That's not the point, and building defences literally means nothing with all these overtuned league mechanics like affliction empowerment or archnemesis souleater/god-touched rares.


I'm happy you already figured out that the issue isn't the XP penalty, but overtuned rare monsters. Maybe we should rather talk about those outliers and design flaws such as Souleater being permanent and stacking a ridiculous amount of DR and damage.


Why stop there?

Imho opinion the real reason is that almost everything in this game is a multiplier. Stack enough multi and everything spirals out of control.
Goes for players and mobs btw.

There was a time when support gems only provided %inc dmg not multipliers. That changed at some point looong time ago. Players got access to way more power and so did the mobs.

How do you even balance stacking multis? I dont think its possible.


For the record:
Im against removing the death penalty regardless.
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Orbaal wrote:
Why stop there?

Imho opinion the real reason is that almost everything in this game is a multiplier. Stack enough multi and everything spirals out of control.
Goes for players and mobs btw.

There was a time when support gems only provided %inc dmg not multipliers. That changed at some point looong time ago. Players got access to way more power and so did the mobs.

How do you even balance stacking multis? I dont think its possible.

For the record:
Im against removing the death penalty regardless.


Some supports like Faster Projectiles still retain old status as to increased vs more damage multipliers. Obviously the game and the overall balance have evolved a great deal since the 2.x leagues.

If this thread has proven anything then that a lot of people understand that there is a problem somewhere. The XP penalty is however not that problem, but only the symptom that people notice first.

Thankfully most of the extreme outliers have been toned down / removed already (the sound of Volatile Flameblood haunts me to this very day), but some relics of the past still remain.

The 2 biggest outliers imo are
- Soul Eater (comes from a time where much less mobs spawned; just needs the cap of 1000 reduced down to e.g. 50-100)
- Overwhelming (shoehorns players into building phys taken as rather than stick with armour)

I don't think PoE1 will fundamentally change, but if some of the big outliers are toned down it'll feel a lot better to play
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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Toforto wrote:
That's not the point, and building defences literally means nothing with all these overtuned league mechanics like affliction empowerment or archnemesis souleater/god-touched rares. Also I bet like less than 1% of players even use omens lol, most probably don't even know they're still in the game. I sure didn't. And finally, yes you can buy 5-way legion carries but A: they're laggy af and B: you shouldn't be forced to resort to exp carries and using up your hard-earned currency for that when the game just has a horribly-designed exp loss penalty. The fact is that if they removed the exp loss it would massively improve the game for more than 50% of the playerbase, and I think I'm being generous with that number. Most casuals or even people that play 8-10 hours a day hate the exp penalty. It's outdated and serves 0 purpose with all the other ways the game can screw you over and waste your time by just dying.



Okay, now it's clear.. But again - make character with good defence ----> u die a lot less (i got myself solo 100, and maybe died from 98-100 two times, when i was using abyss, wisp, beyond). For sure u understand that - 100lvl always should be painfull process with little success at end. When u want to get like maybe 95 exp penalty isn't a problem. Affliction league is crazy with overpowered monsters, yes u can die a lot, but this is overall motive of the league, soo what is a point to starting thread with stuff like this?

Problem with soul eater monsters is in every league, maybe this must be SAID LOUDER to ggg.

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