Contents of the 0.11.3 patch

Quick question/suggestion about the patch:

Would it be possible to make some new ''Anarchy only unique items'' .. there is way too many people leaving anarchy at this time. More Anarchy only uniques means people will stay longer.
Ign: Shesquat
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Much wrote:
I agree with the above post it should depend on level... losing 10% at 60 is nothing losing 10% at 85 is everything
flat 5% for cruel is ok I guess
10% 60-70
8% 70-85
5% 85-100
or something like that

Half of the people saying ITS TOO LOW are prolly either at act 1 cruel or dont play at all
There will always be trolls and unhappy people because CHANGE IS BAD you are listening to 20-30 people while the majority which was happy wasn't really heard


true. if u r lower than 70 lvl death penalty doesnt matter. once u reach 80+ lvl to get back 15% exp u need like 1-2 hours of playing. and that is really problem + cause of most deaths is desync/lag/windows crush etc

my take on desync is that is can not be avoided by ppl CAN BE protected from dying coz of it.
simple setting like:
- disc me from server is my client is not responding for X seconds (eg 2 sec)
- disc me from server is my client avg FPS is lower than X for last Y seconds

advanced method:
for single player games if i m out of sync for X seconds hold the game and wait for sync
same can be used for many ppl in game. just all ppl have to wait until player is back online or kick him if he lags too much.

any one who played starcraft knows what i m talking about
IGN: StarSin
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XP loss - don't care. I get bored hunting down gear necessary to progress long before XP loss becomes a problem. Then I start a new character.

New chat - excellent. Talking might become a thing now.

New uniques - cool I guess. If I can ever find them and/or meet the level requirement.

Twitch stuff - don't care. Anybody I'd care to watch already has a dedicated streaming setup. I see no reason to stream myself - I'm bad, why would anybody watch me other than to talk shit?

Reworking Searing Bond and Incinerate - excellent. I have a Searing Bond templar because I wanted to see if it was really as bad as everyone said (it is btw). And Incinerate I've always liked, and most of my highest level characters used it as the main attack.
Awesome news GGG, thank you very much for all the great improvements!

I hope and all the other enthusiastic LLD players too that someday comes a love hymn to the whole pvp concept. Like to see ladders, more pvp modes, improved match making, league overlapping mm and some balance changes to the passiv tree for example similar nodes for maces and axes like the block penetratiting one for swords.

But for now thank you ggg for the continued evolution of PoE.
=Licht ist Leben=
I don't mind what the death penalty is but i find it interesting that it has changed from 3/8 to 5/10 based on the feedback of hardcore league players.

The people who moaned the most about the change were hardcore players who it doesn't even effect. I don't remember seeing many SC players saying it should be higher.

Trolled.
Oh ffs, make the death penalty 50% for regular league. Punish people for playing more, I'm sure that will make them swarm to your game in gazillions. Fucking idiots. HARDCORE LEAGUE IS FOR BEING PUNISHED!!! Get it in your dumb heads finally.
Yay, buff to searing bond! <3
Am I the only one that doesn't really like all the uniques being added? I've always thought of them as rare, maybe I'm just lucky but I've been regularly finding bulk uniques...
Disappointed at GGG listening to people thinking catering to a more casual crowd would kill their precious little hardcore feeling.

Was considering giving the game another go, very much less now.
Last edited by XDementia#6681 on Jul 26, 2013, 10:32:49 AM
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Kalidor wrote:
Nice upcoming patches and staff but i think 3/8% was better...

We all know that this game is not casual...and for that reason some people like to test their own builds on maps before they go to HC...and want to level fast with minimum xp loss..Unless ofcourse the most % of you are doing copy-paste the popular builds and go step by step on the walkthroughs....(wow..thats too hardcore!)

Neither way its better than before on the xp loss and i aggree with a previous post that would be better like this:

0-70 merciless 10-15% death penalty
71-80 idk 5-10% death penalty
81-100 1-5% death penalty


Yeah, I imagine things will prolly wind up this way at some point, the fact is that the time lost dying and getting back experience at early levels in merciless and late levels in merciless is orders of magnitude larger, on a side note i tend to level toons to somewhere in the 70's as levelling is still fast and dying isn't overly devastating at this point, after that you need a lot of currency for the big level maps to progress at any significant rate, that and i tend to play more squishy builds, I still only die rarely, like maybe once every 10 or so hours of playing, but i know that will still be far too often due to the experience penalties on lvl 80+ characters, so you know, bugger that.

I really like difficult content (the kind where death lurks around every corner) but I'm not too big on huge death punishing (especially on a game with a hardcore mode), and difficulty doesn't necessarily have to rely on punishing players for failing, I Wanna Be The Guy was hard, but not punishing.
As I see it path of exile isn't actually all that difficult (I play squishier builds like a nutter but I still don't die often), however it is extremely punishing at later levels (15% or 8% hurts like a kick to the crotch for very high level toons)
Personally I'd be happy with giving a buff to enemy health and their damage while reducing the death penalty considerably, make dying for all but the tankiest builds common (these builds are still rewarded because dying still costs you xp, just not so much), encourage people to challenge some riskier content and try for some less ubertank builds, the game is still harder, just with less grinding when you die. As it stands people deliberately choose extremely safe locations and never take any risky locations where death is a signifficant risk due to the death penalties.

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