Death Penalty Changes in 0.11.3
i love this change makes ppl like me who can only play and hour or so per day not think like they are jumping in place on merciless just cause they don't play op build
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" The whole PoE was never meant to be casual. IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch |
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" It's not meant to be HC, but it's not meant to be D3 either. And nerfing things like this is a slippery slope. And as entropus said, the devs have always wanted to make an "hardcore" arpg. Last edited by oBLACKIECHANo#6895 on Jul 25, 2013, 4:33:34 AM
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My last two deaths at my current level (96) have been to desync. Yeah, I was upset and angry but I never thought "Man, they should reduce the death penalty". Since I don't see the desync issue going away anytime soon I'm sorta okay with it, Simply because this isn't the first time I've died to things beyond my control. I usually like to fight all the hard bosses and play hard maps and what usually gets me is desync and I'm sure many other players have the same problem. It's kinda a double edged sword because dying to desync and loosing 8% seems fair and dying a regular death and only loosing 8% seems kinda easy... I mean it is softcore.. :'(
always got my nike socks on just incase any of you fucks needa get DUNKED on.
when I use to ball hard : https://www.youtube.com/channel/UCBOGxTYvFlGJsHQIUHPLs5w |
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Thank you!
I'm fine with death penalties when all desync and lag issues have been resolved, but until then lower penalties feels like a good thing. At the moment 90% of my deaths are due to desync, which is incredibly frustrating, while I think being punished for being careless and playing badly is completely ok. The difference of course is that one I can plan for and get better at, the other I can't influence at all. If you want more severe death penalties, well, hc is there for a reason. IGN: Sumpgas, Irrsken, Telrana
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At least make it 5/10 =(
3% is just laughable. In the whole scheme of things 3% is literally nothing. 10% isn't to bad for Merc. By the time 10% really matters you aren't (or shouldn't be dying anyway). Maybe you guys could just base the exp loss on the players current level instead of what act they are in. I honestly think that would be a better solution. |
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rip poe
...........6 soc allocation next change cut-throat renamed to carebears or game renamed path of carebears General Racing Guide for Act 1 http://www.pathofexile.com/forum/view-thread/366585 Last edited by Powster#4710 on Jul 25, 2013, 4:38:24 AM
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" This. But then again I play Hardcore so what do I care. 99% of suggested changes would make the game easier. Thats why only 1% of suggested ideas are even worth considering.
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3% in cruel? That's absolutely nothing. The Penalty needs to be the same for cruel and merciless, the higher xp requirements in cruel provide sufficient scaling.
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I'm really against these changes as the original vision of this game is slowly being eroded making things way too easy.
However, if the data shows a steady flow of players who hit a high level wall in softcore, die thus lose XP and eventually ragequitting the game completely then I can see reason in wishing to make some attempt at retaining them. Those of us who want a real challenge always have hardcore. As a pre-emptive move to the flood of tears that will no doubt recommence I propose you remove death XP penalties completely. Instead implement a change to the /whois command where we can also get the number of deaths that has occurred for that character. This will stop the whining and allow for some interesting comparative debates. IGN: deefa • Guild: <ACE> Alpha Crucis Exiles - poeurl.com/wpA • Discord: deefa#3298
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