Death Penalties

Sorry for TL:DR

How about reduced the gears quality? (From 20% to -20%)
So player now would like to die less, or pay their repair bill?

But apply this would make the scrap and whetstone became more valuable. which may break the current market. Though it's pretty easy to farm superior gears to get the currency.
games without penalty on character death promote cheesy glasscannon builds and impede build diversity.

if more people would realize that health nodes and defensive points on the skill tree aren't wasted like in other games we wouldn't have this discussion.

balance between defensive attributes like health, evasion, armor, block etc. isn't as good as it should be, but that will be fixed over time and doesn't mean that glasscannon builds should be buffed.
For my personal taste, I don't like XP penalties on death, I feel punished enough when I die, because nothing I hate more in games than dying, I really really hate it when this happens, even without additional penalties.

One reason I would never play hardcore, would cause an deadly heart attack on me. :D
PoE causes enough heart attacks for me as a new player, so I don't really need an deadly one. ^^""
Last edited by Fusion_Power on Feb 5, 2013, 11:03:41 AM
I really dislike the loss of exp, however, even as a melee class, I learned if I take it slow, i don't die. But its just really how I want to play, but the game forces me to play that way because the loss of XP is too great to risk killing faster
As an old Everquest player, I'm happy with the exp loss. It makes death relevant and forces you to play a proper build instead of just some ridiculous glass cannon that can die constantly without consequence. It ensures that even softcore play is not a total joke and it keeps a level of excitement and risk in the game.
I don't mind a xp loss but at least make it a progressive XP loss and not just a flat out %.

Make like the first death 1% the second 2% and so on up to 1h of playtime. And then it resets.

I have made it an effort that if I am over 50% to my next level I go to another place that I know I can't die or know well, to get my level then I head over to progression with 0% exp so they can't take it away

Look at all these whiners. Can't handle dying.
Playing POE since 0.9.0
I couldnt handle reading 120+ pages of discussion, so i would just like to add me experience to this who... experience loss thing.

A) I think it is awesome.

When I was still on cruel (I am not even mentioning normal, i didnt even see xp loss when dying, but i didnt die all too much) the xp loss was negligible (maybe a bar, or so).

Now merciless is a whole new ballgame. I died twice, while being almost lvl 56 and now i barely have a bar or so worth of xp. When i noticed it, i was , like, whoa... That is a wake up call.

Now i am progressing much slower, the reckless factor i had about my gameplay is gone completely. And i am enjoying the game a whole lot more.
[quote="Mark_GGG"]we try not to be dicks.[/quote]
I like the loss of exp but i think its a little TOO harsh

5, 10% might be a compromise but in my own ideal world something like 7.5% on cruel AND merciless would be more appropriate for me.

The problem is when you get to very very high level 15% takes aaaaaages to get. Death then means an incredible amount. And yeah some say as a high lv you should be experienced not to die... but.

this game is not a faceroll, it will likely happen to everyone at some point.

Look at Kripp, his mistake was a daft one, but no one is perfect

I watched a bit of that Nuyigen or whatever his name is and the reason he not dead is cause he barely does anything. He has a bunch of goons who do all the killing while he just sits there soaking up the exp... but most people like to actually play the game and as a result will probably die sometimes...

+10% magic find buff.

When you die you lose the buff for that particular instance (Or an hour of in-game time). Gives incentive to remain alive until the end of that instance.

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