Death Penalty Changes in 0.11.3

So much discussion over a good change. Losing 15% experience after a certain level will throw you back by at least 10 hours of farming, later on by days or even weeks. Anybody in other leagues than SC won't feel the change and SC vs (insert league) discussions are nonsense.

Good change, I welcome it. Thank you, GGG!
Hello darkness my old friend..
IGN: Anita_Dick
Boo!

15% is fine. It really needs to go to -10% for cruel and -20% for merciless for all leagues except standard and any HC league.
Crafting doesn't exist in POE. Gambling does...and the house always wins.

Velocireptile - I LOL'ed. Which made me fart. I wish the office were empty right now :(

Hardlicker - I had to push the dog out of the way so I could get to the sexy quilt.
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Recomposed wrote:
Solution

Cruel: +5% experience

Merciless: +10% experience

This would be VERY build enabling, and I would definitely support it.


Seems legit.
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☄ 1.0.0 The Butchery of Mages Patch
Seeing the title I thought the news post was going to be about raising the death penalty.
Very suprised GGG has decided to lower it this much.
-HC player
Had a signature RiP list but it just to long now :)
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ToxicRatt wrote:
Boo!

15% is fine. It really needs to go to -10% for cruel and -20% for merciless for all leagues except standard and any HC league.


statistics show, you don't even play in standard league. why do you vote for stuff that doesn't even concern you at all?
Give players the ability to rez dead teammates. Rezzing takes atleast 20 sec and can be interrupted.

This will prevent body running at bosses and encourage teamplay. Also keep the old penalties incase people release themselfs.
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Qarl wrote:
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Dreggon wrote:
I don't think this is the right solution - 15% is a good amount, but applying it as a 'debt' (where you don't gain experience for 15% of your level every time you die, non-stacking) is a good kick in the teeth without negating progress you've already made. 8% is trivial.


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.)


Just curious. Are you planning to revisit these figures once the end game areas have been added or the game expands? I think the figures proposed will be too low going into the future.

For me difficulty in leveling is the speed at which you can do it because of zone levels currently. Dying causing a huge set back as a result of not being able to freely explore zones that place you in the sweet spot of experience gain.

I'm on board with the 5%, 10% figures some have suggested.
Last edited by Menacetech#7194 on Jul 25, 2013, 12:16:21 PM
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DukedURL wrote:
care bear mode for the care bear scrubs who can't handle the hardcore.

Incoming comments about "I Wont play hardcore until desync is fixed"


Sorry people dont feel like playing EGOcore like you;)
love it. why would anybody be mad.
it seems like the people who are mad are the ones playing hardcore/onslaught where death isnt even the same as standard/anarchy
Last edited by supertact#4953 on Jul 25, 2013, 12:17:45 PM
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tr4nznrg wrote:
Give players the ability to rez dead teammates. Rezzing takes atleast 20 sec and can be interrupted.

This will prevent body running at bosses and encourage teamplay. Also keep the old penalties incase people release themselfs.


And solo play gets further screwed over.

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