Death Penalty Changes in 0.11.3
Man, after reading through this topic I can honestly say that I read a lot of posts that gave me a really good laugh. The best was the one that wants a bonus because he has not died yet. LMFAO. Yah, now that's funny.
On topic: Here is what the numbers really mean: If you die today at level 40 in Cruel your XP loss @ 7.5% is 169,938 If you die after the patch at level 40 Cruel @ 3% you will loose 67,975 XP If you die today at level 80 in Merciless your XP loss @ 15% will be 11,119,829 If you die after the patch at level 80 in Merciless @ 8% your XP loss will be 5,930,575 The cuts do reduce the amount of XP loss considerably, but you still have to grind to get back to where you were prior to your death. So these cuts are not quite so mind numbing & mentally disabling at super high levels. As an example a death at level 90 will still cost 12,871,248 XP @ 8%. Also keep in mind that for the truly hardcore player the death penalty is a double shot to the guts as they loose that toon in H-C/ONS as it's moved into the STANDARD league and it gets a XP loss. I'm guessing but I don't think most people understand how the penalty actually works. Now it is based on the total amount of experience needed to achieve the NEXT level not the amount of XP that is in your XP bar. I would like to see the penalty applied to the amount of XP I have accrued for that level at the point of my death & make it a 30% penalty. At least then I'm not penalized on points I don't have yet. |
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" "More glass cannon builds" doesn't imply more builds. Or less builds, for that matter. A Belligerent Expert System
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" "More glass cannon builds" doesn't imply more builds. Or less builds, for that matter. A Belligerent Expert System
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" 25% of current EXP seems like a good idea here. Make Things For Smile!
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There are some times with only Piety that I have experienced, that tossing corpses is the only plausible way to beat her, due to not enough people joining. RNG equipment can totally suck, despite being high enough level that one SHOULD have better...same with other things. I have yet to find an exalted orb. I have a whopping 3 gcps, to add insult to injury. The trade system blows, especially when some invisible source keeps upping the value of exalted. was 10:1, then 12:1, 15:1, etc. this system really isn't optimal. I truly hate it /rambling
I'm glad the xp loss is less, but it won't stop me from dying on characters that are just lacking but high enough in level...damn you, Piety! Oh, and maybe Vaal one-hit wonder-er |
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" check out the thread on exalted decay. some nice if a little far fetched ideas there on how to sort out the economys and push RMTs out of the game. Make Things For Smile! Last edited by AdzPoE#5624 on Jul 25, 2013, 4:54:11 PM
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5% and 10% or 12%
3% and 8% are too low. Sure, I quit sometimes after dying, rarely is it due to rage quit though, it's mostly me realizing I'm off my game or too tired to be playing. It only really hurts when I don't realize it, keep playing, and lose even more. "Within their deliriousness it's dark, like sojourners of souls they shall embark."
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why is it 3 not 4?
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Please GGG, don't make the same mistake Blizzard did!
Stop caving to the noobs and scrubs who want everything to be a cakewalk. If they want to play an RPG with no death penalty they can go play Marvel Heroes with the rest of the 8 year olds. |
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" Or 6% and not 8%? If they are gonna nerf it then they should but 5% & 10% is so snuggly inbetween that I really dont see why this isnt getting implemented immediately. The other thought is that they have plans for higher lvl areas/ extra content. Make Things For Smile! Last edited by AdzPoE#5624 on Jul 25, 2013, 5:26:29 PM
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