Death Penalty Changes in 0.11.3

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sYkoDe4d wrote:
instead of this add a new currency item which can be used to escape the death penalty. The higher the lvl the more units of this new currency you need.

People who dont die get the benefit of being richer because they dont need the new currency.


Are you aware of how expensive it is to level at 90+? Even 8% exp loss is quite of lot of currency.
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marssius wrote:
My point of view on death penality, it doesn t matter about how many % you lose, it must take care of your level.

losing 15% @lvl60, I dont realy care about it, but losing 15% @lvl90 it s real pain.

It realy should take in consideration your actual level.

agree
Please RNG give me a fishing rod !
standard is for causals and for people with little time and penalty should be lower, i understand that. but currently its good change and bad change at the same time. at higher levels 8% is still pain i the ass and it will encourage careful play style in the long run. but on lover-mid levels it no penalty at all.
@wulfgar_red
Last edited by Wulfgarr#6243 on Jul 25, 2013, 9:34:25 AM
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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.


I'm not sure if this would work in PoE, but that was an awesome mechanic. Love that game.
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MixedHerb wrote:
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.. :'(


this.

91% percent of my deaths is because of things beyond my control whatsoever. that is desynch, server lag, and maybe even graphical stutterins which falls on me but ggg could give us option to lower graphic effects more.

so, yeah. im frustrated when i die due to desynch and lag, very frustrated. if i died because i suck or because of my fault, i wouldnt complain a word.

its a great patch for at least softening the blow that desynch causes, and i assure you, at 82+ levels, 8% is quite amount.

i do agree 5% and 10% would be better though
A stranger like no otherther,
Faced the wall of the Umbra,

@Yastro
I really feel like the only time a penalty should be reduced is when someone is doing maps at high level. I think it was around level 75 I felt like I was getting about 1 xp bar per map. Took hours and hours to level up. Then you die and you have to play a few more maps to catch up. Sometimes you would just get 1 shot out of no wheres. It just wasn't a good feeling.

Also I feel like in Hardcore if you get killed by a boss or unique you should come back to life but lose all current xp or even a whole level. At least once per difficulty.
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MBata wrote:

If you are dying to white monsters or regularly to yellows/blues then you need to face up to the fact that either your build is wrong, your skills are lacking, or your gear is unter.


Alright,
let's say you have noticed that some white mobs make a short work of your toon. You are confident in your skill (like every other guy on this forum including those with no character past lvl 30) and have a vision of your builds potential greatness at some point in the future (level 95 or so) before your eyes.

What's left? The gear. Gems are not 20/20. Your chest could use an extra link or two. Resists are rather lacking, hp/es is subpar, no uniques worth more than an alch... And of course even the most weak trash mob can one-shot you if he deals chaos damage, because Shav is 'slightly' ouf of your league.

The question is quite simple. Should the said player reroll, run content 15+ levels below his own or grit his teath and deal with occasional death or two?
I'm suspect some of the people who like this change will move on to trying to get high level maps changed to drop more often as they are now the main thing preventing them from reaching lvl 100. And then some will want the lvl cap raised, then more powerful items. And so on. GGG, you know PoE is an arpg and not an mmo so why obfuscate the difference with changes like these?

This is only the second time I've been disappointed by a set of patch notes but still :(
My supporter items: Victario's Charity and The Forsaken
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Qarl wrote:

This is an option that was considered, however a debt is very psychologically negative if you stop playing after dying, and then come back to the game, as you have a penalty that you only get long after the associations with the act that gave you the penalty.

We also considered a time bound penalty, which has other issues associated with it (giving players a de-facto incentive to not play being the important problem.)


I'm really pleased to hear you guys are analysing so many options put forward by the community and considering them at a deeper level. It does a great deal to inspire respect for the team behind this great game.

Though I barely play due to lack of time these days, I'm always interested in reading what you're all up to and so proud that local talent is behind it all.

(ps: any chance of the extra gore effect working on shields and being compatible with Necromantic Aegis? I think that would be kinda funny.)
Great to see DP reduced! It'll help newer players get into the game.

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