Death Penalty Changes in 0.11.3
" THIS. " The deaths that people were talking about are not a result of being careless. Desync or little lag combined with mobs being able to kill you in only 1 second, if those lead to death it's *extremely* frustrating and is nothing that can be "discouraged". I like the change, it's a step in the right direction. |
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" It's a calibration issue. Slashing death penalty by approximately half is a serious adjustment, the magnitude is probably not warranted in my mind. A Belligerent Expert System Last edited by Rogomatic#1985 on Jul 25, 2013, 12:25:36 PM
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I'm of the opinion that 8% of exp penalty is too trivial for a game that should punish mistakes like PoE but i have an idea , which i hope wasn't arleadly proposed (hadn't time to read 50+ pages), what about increment the penalty for every subsequent death in the same level (to a cap of hummm , let's say 20%). So if you die once , no big deal , but every time you die after the first your char will lose 1% additional exp. It will teach to be more carefull and it will punish who trows himself recklessly on bosses without a strategy.
Just my 2 cents ;) |
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54 pages...do we have this argument settled now? :)
At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul...
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This is exciting for me. I quit PoE because I don't like losing hours of progress on my video game characters for any reason. Real life is punishing enough! I'm happy to be coming back as a result of this change and will make a trip to the microtransaction store to prove it :D
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just give us HC forms already we cannot play nicely together + im tired of reading about softcore issues and whining.
~SotW HC Guild~
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The penalty in cruel was fine, it's easy to get back the lost experience.
In merciless however, I always wait until I level up before attacking any powerfull boss, that way the penalty reduces my xp to none, and I can die as much as I need without penalty. If you don't do something about that, 8% or 15% won't make any difference. That being said, I stopped playing because of sync problems that caused my character to die meaninglessly. I got tired of killing monsters just to get back what the penalty cost me. |
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" This would be the better system. IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
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Ive always been ok w/ the death penalty. The problem is though that its not 15%; because that would mean 15% of your current exp. The problem is that it is 15% of your exp bar tnl. And on top of that we have times when we play and we get ALMIGHTY DESYNC from hell that results in many deaths that you couldnt avoid but woulda been able to if desync had not caused it. And then there is the whole passive point deal where we have to spend 70-90% of your damn passive points just on Life/ES/Def nodes and hardly get any room to invest in offensive nodes. Usually the last few nodes from lvl70+ is when alot of builds even get a chance to invest in offensive nodes. So dying no fault of your own and losing a day/days of exp progress is a complete turn off to an average gamer and only hurts this game in the long run. The only reason some hardcore players dont want the exp penalty reduced is because they got this immature im better than you video game ego.
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LOWERING the penalty? Really? Wow. I was hoping that you were going to increase it. Actually making scrubcore worth playing. Now it's even more of a joke. They should lose an entire level every death. Now that would be a great change.
Mess with the best, die like the rest.
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