Death Penalty System - EXP Loss in particular
" Nonsense. The people who play this type of shit either know how to deal with it, level as something else and respec, or hire a carry. There's a difference between glass-cannon builds and inexperienced players. Some of you can't seem to tell the difference. In your eyes, every build that isn't high spec is a glass-cannon, though it might just be a player who doesn't know what they are doing yet, and you are legit suggesting to keep a mechanic that is actively gatekeeping their progress. Do you think Dark Souls would have been considered "difficult but fair" if you had lost everything on death every single time? Do you realize that levels are not just more stats, but some items also require a certain level? Gaming PC: Win 11, 7600X3D, RTX 4080, 32GB DDR5-6000 CL30, 7000 MB/s SSD, 850W, 3840x2160p 120Hz
Streaming PC: Win 11, i5-12400, RTX 4060, 32GB DDR5-6000 CL36, 7000 MB/s SSD, 450W, 1920x1080p 60Hz |
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My position is that id rather be able to return to the map than have the xp loss removed. But getting rid of both penalties would trivialize the content and would *definitely* incentivize glass cannons. Having both penalties does feel uncomfortably punishing in my opinion.
Last edited by Xerxal85#2968 on Dec 28, 2024, 4:03:44 PM
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"+1 exactly |
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" That's more or less what this whole thing is about. I'm in the camp of no EXP penalty, though I might be a little biased as I tend to level my characters past 90 and progress becomes rather slow at 95 and beyond. That said, they could also just remove the EXP penalty and simply reset the bosses when you die. Keep the 6 portals. Then you get the whole package: - Player progress isn't being halted - Player needs to rethink their approach and strategize for harder content - Unknown content isn't being gatekept by hours of grinding, low spawn rate and 1 portal - Player can no longer brute force content with 6 portals, taking 1/6th HP bar every time The boss reset is something Grim Dawn does, and it has imo always worked really well. And it makes sense, actually. They just need to stop making certain content so rare that only the 16 hours per day grinders can realistically attempt this more than a few times. For example, I played Delve League a shit ton and never found Aul for some reason. I also played Abyss League quite a lot and never found a second Lich. Since they very clearly WANT to be "the Dark Souls of ARPGs", yet imo don't fully understand the nuances of it, this is probably the best way to go about it. They get to keep that title while maintaining their own ARPG identity. Gaming PC: Win 11, 7600X3D, RTX 4080, 32GB DDR5-6000 CL30, 7000 MB/s SSD, 850W, 3840x2160p 120Hz
Streaming PC: Win 11, i5-12400, RTX 4060, 32GB DDR5-6000 CL36, 7000 MB/s SSD, 450W, 1920x1080p 60Hz |
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I think they will address the 1 portal policy but thats just my prediction. Xp loss on death will stay and it should stay its a core design feature and cant be removed without trivializing the game
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" Not true, at all. There's nothing trivializing about reaching max level. If you really think so, go download Grim Dawn (it's on sale, 90% off right now), don't look up any build guides, grind to 100 (it's not that hard), then go fight the Uber Bosses. You can start with "Avatar of Mogdrogen". Feel free to look up how to spawn him, it's a little obscure. The power curve is very similar to PoE, so you'll fit right in. Let me just say, you are about to be humbled. And he's one of the easy ones. Your build that might make it through Ultimate will teach you that level doesn't mean shit. Gaming PC: Win 11, 7600X3D, RTX 4080, 32GB DDR5-6000 CL30, 7000 MB/s SSD, 850W, 3840x2160p 120Hz
Streaming PC: Win 11, i5-12400, RTX 4060, 32GB DDR5-6000 CL36, 7000 MB/s SSD, 450W, 1920x1080p 60Hz |
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I come from a different mindset where I don’t feel entitled to reach max level, and I tend not to be interested in games where it’s easy to reach max level, but then you have to keep progressing in gear after that. I’d rather have reaching max level be the goal rather than the means to some other goal.
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" They are not mutually exclusive, you know. All it does right now is waste your time. I died a total of 4 times on the character I used to kill Ubers with, and she was by far my most played character (I spent 700 hours in GD). Do you think reaching level 100 had anything to do with it? I have multiple level 100 characters in GD and not a one in PoE. And the only reason why I'm not playing GD over PoE is because it's rather outdated and it doesn't offer me the playstyle I enjoy the most. I always enjoyed the grinding in GD, though. Can't say the same for PoE. Gaming PC: Win 11, 7600X3D, RTX 4080, 32GB DDR5-6000 CL30, 7000 MB/s SSD, 850W, 3840x2160p 120Hz
Streaming PC: Win 11, i5-12400, RTX 4060, 32GB DDR5-6000 CL36, 7000 MB/s SSD, 450W, 1920x1080p 60Hz |
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" This is hilarious. Do you think everyone doesn't have a life? Punishment is fine, but shouldn't it be phased and limited? Right now, I can play for 10 hours without any issue, but I might also face consecutive extreme situations within two hours. If I complete two maps but die just once, all my experience is reset to zero! If I'm unlucky and this repeats a few times over two hours, is that considered a strategic mistake? Then what about everything before that? Even if it is a mistake, I still need gear to swap out, money to test different talents, and enough items to experiment with such decisions! This isn't freedom! How can you talk about changing decisions when you're strictly limiting others' choices? If your theory is correct, with the internet being so advanced now, do you think everyone is foolish enough not to seek ways to improve their survival skills? If the majority are asking for the removal of punishment and you still think it's reasonable, then your logic itself is flawed! Whether removing punishment is good or not, at the very least, the severity of the penalty should vary at levels 70, 80, or 90. That would make more sense, at least giving players unfamiliar with the game a better chance to understand it and address the low drop rates for equipment. Games should become more challenging as you progress, not easier as you level up! At level 70, losing half an hour's worth of experience for dying once is excessive. You can keep this "reasonable" setting if you think it's justified, but I certainly won't waste my time on this game endlessly. Without progress, it's a complete waste of time. |
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yes, if you die every second map, you wont get to lvl 100. and its fine that way. if you think this is waste of time, feel free play something else. Last edited by Pl4t1numX#4325 on Dec 28, 2024, 7:12:46 PM
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