Death Penalty Changes in 0.11.3

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MajorMudfish wrote:
Here I was hoping the death penalty's would increase. Why decrease the exp penalty ? Wasn't 15% exp loss already a joke ? Won't this make Magicfind-builds who don't care if they die repeatedly even more prominent in the standard leagues ?


Did you guys at GGG ever think about releasing a league that has a way bigger death penalty then softcore, but not as rough as character and item loss like hardcore ?
Maybe a league where if you die your character does ends up in standard. However all items and inventory that character had on him gets put in separate Remove-Only stash tabs.
I think this system would be a nice balance between hardcore and softcore.


15% a joke? -.- In leveling phase 50% is a joke, for a veteran or person that knows where to level. After lvl 80 15% is not a joke, after lvl 90 15% is like 24 hours of work...
"Path of Exile be a online Action RPG set up in tha dark fantasy ghetto of Wraeclast. Well shiiiit..."
- Uzicorn, for teh children.
The only thing I think should change with death penalties is if a player has 0% xp of a level due to the fact that he/she either A. just leveled recently or B. just died so many times in a row he/she lost all xp for that level. You should be able to actually LOSE levels once you are at 0%, which you subsequently remove the last passive point allocation you implemented.

There have been several times where I will just wait to fight a boss until I have freshly leveled, then I don't really care how many times I die. I think 8% would be fine if you could lose levels.
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Bigfluf wrote:
Another option to consider is doing something like Sacred has done, something that worked really well imho. Instead of a penalty when dying, they added a bonus for staying alive that you lost when you died. Something like +x% xp and/or +y% rarity, +z% quantity, slowly going up as you gain xp without dying. It will have a fairly high diminishing returns later on ofcourse, where you'll get say 50% fairly quickly, 90% if you stay alive very long, but never much above 100% or so, even if you never die. When you die you could lose for example half of your current bonus, a flat % of the bonus, or even simply the entire bonus.


i'd be in support of this in addition to an experience loss on death, except i'd cap the bonuses a lot lower.
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Alhoon wrote:

The way the game shapes affects who plays the game, which in turn affects discussion on forum, which (evidently) affects how GGG changes the game. In short: more casuals -> more catering to casuals -> more casuals ad infinitum.


There are many players asking for many different things, doesn't mean everyone gets what they want.

Did you know that there's a whole group of people asking for MF to be removed from the game? Are you worried that MF will be removed? I am not, despite how vocal these anti-MF group are.

I trust GGG knows what's best for the game. It's their game after all, not ours. They have all the data that we don't, they understand what's going on.
This game is not so hardcore as long a it has the easy button.
https://www.pathofexile.com/forum/view-thread/473152#p4187273
Feel free to check out my first post also :)

As far as the update gos, It won't make much a difference for people who die constantly. People will still complain having a penalty because they can't get to level 100 with their glass cannon.

"This is my plan but the stoopid monsters keep taking mah eks peez"
Spoiler

http://www.pathofexile.com/passive-skill-tree/AAAAAgQAmSubLb2BFx3d41eXXzlgQcqQEdWE2b6nWNvv41PfY3CbgzSThO-2QWEhTipDMRpVW68byN9vZKPdDdDuGNt-mjbog3z8xfejdPEDADpSr6KoB1b6txdiedRSIWDlxd-_DjwQ8GeA7g50QVz5OJYV9gbuwQdAoBIgFHEX3Brbo-d314DhAAaXcNd-705eizQ4BqJMYMv1fyviXmMXNDUyCSi1z_gDJzpxBLExsN3nYIgo2wH_lWbnD9UcYVLf7wOH5ogbqh3Kg72I7W1KgTobrRR1Ou0k_edU1QAwfFFHMwz-KxnV_96Nv3lIIQO7fGXx
Berek's Grip Ice Spear
http://www.pathofexile.com/forum/view-thread/780707
Budget Magicfind and/or Hardcore Flame Totem
http://www.pathofexile.com/forum/view-thread/1211543
Last edited by Necrogue#4186 on Jul 25, 2013, 8:43:09 AM
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nynyny wrote:
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chris wrote:
However, there are hardcore leagues for players who want deaths to be extremely meaningful. The new values do still strongly discourage dying.

Then do all of us a favour and finally start to balance differently between Standard and Hardcore leagues.

Hell even PA groups liked to fight over 6 sockets. Patch shit like that on Standard but stay the hell away from Hardcore/Onslaught with it.


You are absolutely right. The only option that should be available in hardcore and onslaught is: FFA. Fuck Short Allocation and Permanent Allocation, they have nothing to do in those leagues.
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Alright, we are starting to go a little off the rails here. There isn't any need to handhold through the game. Software shouldn't be faceroll but that's how GGG's going. You are changing just for the sake of change and this is silly.

And you can't play hardcore because who wants to lose hundreds of hours worth of time invested in a character just to die through an issue (desync) that you have no control over.
While I agree with many here that 8% is pretty low, I also understand that like any successful game you need a hefty player base to support it or the game dies due to lack of play and funding. If reducing the penalty increases the player base to include a more casual gamer and it means this game sticks around longer than I am all for it. We all have the option to go to Hardcore if it is a matter of e-peen :)

Good call GGG
Last edited by Argdel#1666 on Jul 25, 2013, 8:23:55 AM
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siliconlife wrote:
I like to play reckless melee. Sometimes i die to the same mobs three times, because i wanna pwn them after the first death. On a level 82 char. Or i ignore reflect damage, or i'm too lazy to see or act upon puncture.

BUT, yes 15% was a little bit much, 8% does not cut it. I want an motivition to not die. I too are for 5%/10%.


How about: you lost the Y exp you would have otherwise gained by staying in the level 76 map? Because you would certainly not start a 76 map on your own, so you would wait for the other to finish while they gain exp and you don't.
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Create Drop Mod League with unique bosses only like in D2. DP set at 50% :)

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