Death Penalty Changes in 0.11.3

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youmadyo wrote:
People saying this is a bad idea have clearly not gotten into the higher end maps and died because of desynch, just imagine that thought of buying a shipyard (3 Ex Standard) then spending 5-10 Chaos To roll it up nicely and within the first couple minutes you desynch horribly and die to something that normally would have never killed you. Now not only have you lost the 3 Exalteds and 5-10 Chaos you've actually lost alot more then that because now you have to go and grind that 15% back, and in a level 77 map mazed at level 90 I'm only gaining about 4%.

So before you go whining about this adjustment, take a second and do the math on that and remember, you still haven't ran the map you were trying to run in the first place, so lets add another 3 Ex+ onto there, that in short is why I've actually decided to take a break from PoE for a little while, not only because of the exp penalty (I don't die very often and when I do it's usually from desynch or horrible lag caused from Fireball for some reason..) in all honesty trying to grind that currency up just to roll a few maps and gain a bit of exp seems very trivial now when I've been playing this game since CB and have yet to find any unique and or currency item that sells for more than 2 Exalteds, so with those systems combined it's basically like running on a hamster wheel, I may be able to build up a bit of muscle (level ever so slowly) but I'll never actually get anywhere in that vicious cycle.


That could be solved by an increase in map drop rate. The experience penalty upon death is just a symptom of the problem that is the horribly low chance of finding high level maps.
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch
Not a good move.

I only play "softcore", and the current penalties are spot on.

The problem is dying when the server decides 3 seconds after the fact that I couldn't move out of the pack of enemies, and oh, they killed you 1 second ago, so good luck activating a potion.

Improve client-server sync; until you do that, everything else is a band-aid for the real problem.
"The main reason for having a death penalty is so that players aren't able to attrition their way through every fight. We're okay with the strategy of throwing yourself at a boss several times if it's a little too hard for you (which allows us to have pretty challenging mandatory boss fights), but there needs to be a penalty so that this doesn't become a dominant strategy."

People do this anyway regardless of xp penalty. (Suicide on boss fights)
Because you dont' lose more xp than your current level, people just time it so they just leveld up after getting to boss, then they an suicide all they want.

Things like limited portals in maps is already a disincentive of suiciding (or even abusing TPs)

so really..i wonder what exact reasons does xp based penalty exist.
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Cymric wrote:
One thing I'm very confused about is why those so opposed to the lesser death penalty don't play hardcore and why those so upset about the 6S allocation don't play FFA.


This
I'm with you. After reading pages and pages of HC players QQing over Default changes and POE going causal not a single person gets it that GGG made a game that they wanted to play and the rest of the stuff is things to teach others the way they play or to pay them to be able to make their game.
They play HC FFA they work with lag and desync they are in NZ for gosh sake and played on american servers, have real jobs ( you know making the best ARPG ever )
Follow thePOEcast.com ---The POE cast is a Path of Exile podcast
As someone with characters in both leagues, I'd have to side with the people looking at the 5/10% penalties over the 3/8%. It's still a nerf to the current setup, but still carries some significance.

I also like the idea of getting Revenge on the enemy that killed you, returning 50% of the XP loss from the most recent death. This will keep players in the game after being killed (on softcore at least), so they can have a chance to reduce their loss. Of course, the old Gravestone mechanic of Titan Quest (and Grim Dawn) could also be used, where your most recent death drops a gravestone and when you click on it you gain a % of your XP back. Of course, there is only one gravestone at any one time. I still think the Revenge mechanic is a bit better, as it fits the theme of PoE better.
I vote for 300% Exp Penalty on Merciless Deaths, aka, you de-level.

Real men play Softcore with 0-1 Deaths.

I've seen people with over 200.... >_<
IGN: Golem_Antsy, Harvest
6s allocated? That's just the last nail in the coffin for RIP fun public games.
[Hardcore league]
IGN: Jeria / Metalgrid
I also play only "softcore", but I play alone, self found and don't have much time for PoE, so these 15% XP loss in Merciless hit me REALLY hard. I also HATE it to die in games so even without penalty I would be pissed enough. Yesterday I wasn't able to beat Vaal flawlessly in merciless with my Ranger, meaning I died once through a lighning beam, must have ben an crit I guess, was on full life.
So it was one death that caused me to rage the next 10 Minutes and droped my expected personal life-chance around another year or so. ^^"" So from my own health aspect I welcome the lowering of the death penatlies. And as long as these desyncs and lags still remain, there shouldn't be high penalties at all. I've a quite good Internet connection, only PoE gives me headaches, these desyncs are insane, especialy agaonst fast mobs and in tight areas. Vaal Pyramid yesterday was a real nightmare! None of these snakes was where it was displayed, my own character teleported randomly through the area and my Ranger actualy can't teleport at all. One death by desync was pure luck in that case, believe me, I've could have died a dozend times because of desyncs that day.

So all in all, if you play PoE alone, self-found, don't have much time and on top has to deal with alot of lag and desync, please be happy with a little bit of generosity by GGG.
And all these "hardcore-pro gamers" for these PoE can't be hard enough, I suggest to play more permadeath modes or play without your traded uber-gear and just play alone some time, without groups.
But please don't speak for all of the PoE gamers if you want a hard death penalty. The game already listens to much to the upper "1%", but that's not the 99% of course. ;)
Last edited by Fusion_Power#0294 on Jul 25, 2013, 10:33:53 AM
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jerg wrote:
6s allocated? That's just the last nail in the coffin for RIP fun public games.


Good!
Make Things For Smile!
Last edited by AdzPoE#5624 on Jul 25, 2013, 10:34:47 AM
I like the idea of an XP debt pool on death better than lowering the amount lost to 3% and 8%(5% and 10% would be better imo). I also like the idea of a revenge kill to regain some of the lost xp.

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