Penalties for dying in a map.
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I'm level 90 in SSF and I partially agree.
I aim to roll irradiated on a corrupted node, then corrupt a tier 15 into a clearable tier 16. In terms of XP, when I die I've lost this x2. It's rough. However, what irks me is that I often need to reach a node connected to the node I just failed. So now I need to run the node again (more time loss), but now I gain almost nothing for it lol. Whether this is avoidable with the current design, I'm not sure. It's clear people would throw in a tier 1 and die to quickly progress through the atlas otherwise. I'm okay with the XP loss, but I also think it's reasonable to not be. I have time currently, but ask me again in a few months and I'd likely think differently. |
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" Hypocrisy. |
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im pretty convinced this "one time map" will not stay in the future .
all that said when u read about the difference between poe1 and 2 (in the original message) why cant u have something in the middle ? i will not say here what "middle" is like maybe accept one kill against a boss? maybe dont loose the tablet or dont loose the ritual/expedition/encounter ? Saying that the penalty for death is perfect now in poe2 is just beyond me and i say that without problem cause im totally unskill player so i play super slow/safe i never play glass canon and i died maybe 2 times so far til map tier 11 (taking 20+ minutes per map) finishing the map before the different encounter (increase time a lot) etc. |
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the one death per map NEEDS to be REMOVED, UNTIL they properly balance all the monsters. It is an unfair penalty to die to a monster that can one shot you from OFFSCREEN, can't see it, no telegraph, just some big ape landing on your face. Reduce the aggro radius already FFS.
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Why not do something like give players choice.
If you die you can choose to lose exp,but be able to go back to map and pick up loot(map wipes all mobs on death) or you choose to not lose exp and lose all loot. So simple |
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