PoE 1 PC servers are restarting in: .
They should be back up in approximately .Death Penalties
In my opinion, a player shouldn't lose more than a half hour worth of time from dying. If I am grinding xp on my lvl71 and die, I lose an hour or more worth of time and it feels like almost lost time. In gold based games you would never lose so much gold that you were totally screwed. That is what it feels like sometimes to die in default. I played SC for a reason. The game is already punishing enough, when I break even in xp in a 3-4 hour play session it feels like "why bother". Please try to come up with a way to balance this for high level characters.
Btw I am not running a glass cannon build. I play very defensively but some times you can't help but die (desync, difficult mobs, hard mods on rares, misclicking, etc.) Domination IGN: The_Bloody_Fist and Aurora_Temptus
http://poexplorer.com/ - Forum Item Search http://exilestats.com/ex/ - Approximate currency exchange rate. http://www.poebuilder.com/ - Advanced skill tree builder. |
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the penalty should be 5% in merciless.
you already have penalties from dying on maps.. if your in a party you are out of the map. when you are level 75+ and you die.. its ridiculous the amount of time you lose. 5% would make dying still suck.. but it wouldn't discourage people to stop playing. and I don't need some ass who alt+f4's 20 times a day coming in here lecturing about dying. |
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" Thats D2 System. And in my opinion is good, but i think that loosing a divine u just picked up wont be acceptable for most ppl (i got no problem with it :)) |
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" I think the death penalty is sort of OK, but to touch on how "kickin' rad" it is to die at 80+, I've died twice today at 83 from client crashes in maps. I'm actually at lower XP than I was last night at around this time. i too fas fo youuuuuuu
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" I have remedied my problem by just partying for maps now. I have been in parties for the entire game so why stop now? Probably won't be able to for any maps past 68 at which point I'll be stonewalled again but at least this keep me going for a while (early eighties hopefully). Parties really faceroll this game. They're going to make it harder from what the manifesto says so I better play like a mofo to get as far as I can before that point. I haven't died on merciless due to desync yet despite my constant spamming of whirling blades. I have heard from many others who haven't been that lucky. The fact that you can have a death totally beyond your control via desync/disconnect/client crash set you back regardless goes against my sensibilities. Again, I totally support a penalty of some kind, but I think a taxing a player's future is far more sensible than robbing them of past effort. I'd be much happier with, say, a 15% XP debt to pay off before gaining any more XP than losing 15%. The net effect is the same: you lose 15% of a level's worth of XP. The difference is that you don't come out behind. Edit: Imagine dying in the 90s. The very thought makes me recoil in horror. Maybe the debt or at least the current penalty could be scaled down the higher up you go in level. The dangerousness of dying is directly proportional right now to a character's level. Last edited by Telshazzar#7804 on Apr 14, 2013, 8:42:51 PM
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" this is a good idea.. same thing they do in demon's souls/dark souls. if you die.. and are able to retrieve your body you get your experience back (in this case it could be 50% back or something like that), but if you die again on the way there.. you lose that corpse and any chance to retrieve the experience, and now you must collect your new corpse in order to receive back the experience you just lost for dying again. it has a penalty, it offers players incentive to not get that upset due to a death and a way to retrieve some of it back... no way should this game have a stiffer death penalty then dark souls.. that games whole premise is difficulty. but if you don't implement this.. which you really should.. you should drop the death penalty down to half of what it is currently or less.. I think 5% is a fair number.. it scales automatically so there is no point to jump it up like you do with the cruel/merciless jump. you gotta change something.. because right now all it does is reinforce that every class in this game (besides ci) needs to focus all of their passives mainly around life nodes.. add some diversity in your game and kill one of its biggest problems with one move.. and still preserve having a death penalty. its not that hard.. this should be changed asap. |
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Remove the dead penalty please, people will stop playing GGG if you keep it. Keep people the options!!!!!
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I have to agree the death penalty, especially once you get to merciless, is ridiculous. This is made even more intolerable by the fact that zones that are several levels below your char level can snuff you in an instant due to large mobs of rare monsters dealing ridiculous levels of crits or normal damage all at once. The zone balance coupled with the death penalties makes the game frustrating at best. Challenge is one thing, moronic unjustifiable imbalance and penalty is another.
Perhaps the introduction of a resurrection orb which could be used to restore characters to pre-death penalty levels at a players option would be a viable alternative? We can easily forgive a child who is afraid of the dark; the real tragedy of life is when men are afraid of the light.
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" (I also agree) When I need to do 3 full merci docks runs to gain back what is lost from one death I have 0 incentive to continue playing. Last edited by piperazinedream#7408 on Apr 21, 2013, 11:13:12 AM
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" wait till you get a little higher in level.. it goes up quickly. one death would be like 10+ dock runs and a ressurection orb would be cool. I think this game needs more currency orbs as it is anyways. Last edited by Drahken#7486 on Apr 21, 2013, 11:18:53 AM
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