GET RID DEATH PENALTY
" and we are telling you we like the game how it is, and reject your suggestions. “Freedom is what we do with what is done to us.”
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" Your approach is wrong, POE has alot of things to critize but removing death penalty is not the way to improve it. It eliminates the purpose of building defenses. You could criticize GGG for not providing enough information to deal with deaths and how to avoid them. |
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" This is a completely valid complaint. The game isn't good at teaching you what you could do differently to be more successful. Instead, the more hardcore crowd has put time and effort into figuring things out, and generally shared their results: build guides and related tools (PoB, or poe.ninja to search the leaderboards for builds), general information on the wiki, crafting research and related tools (Vorici socket colouring method, craftofexile)...there's a lot of info out there. The thing is, if a build is struggling, what will it take to make it perform better? Is just adding 5 more passive points going to make that much of a difference, or would it be better to shuffle points around or focus on equipping better gear? If you were dying 2-3 times per map with a level 80 character, and there were no death penalty to XP, would you try changing anything to die less, or would you just push through because you aren't dying 6 times and losing your map yet? Getting rid of the death penalty would suggest that leveling up will be enough to improve the build for future challenges, whether your level 60 character is trying to push their way through the campaign with 30% ele resists, your level 80 character in yellow maps is preparing for T16s, or your level 90 character is running T16s and pinnacle bosses in preperation for T17s and Ubers. I don't see how "removing the XP penalty" is a good solution to this problem. With the complexities of the game andd the flexibility it aims to provide, I'd be surprised if this problem could be solved anywhere short of putting an AI in the game that could analyze your character and the death. |
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"Based. |
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The XP penalty on death, by itself, isn't a problem. It's that some deaths are very difficult to avoid, even with good defenses and play. I can recover from them, but they are irritating. Things like:
1. Lag spikes. I can't predict when these might happen, and I took a death to one at level 96. 2. Post-death effects from enemies with difficult-to-see areas of effect. Where exactly are those exploding crystals even spawning in?! That one was at level 97. 3. Unexpected combinations of rare enemy modifiers. Soul Eater combines with a few in particularly annoying ways. (I've managed to avoid this problem at higher levels, so defenses *do* count for something.) 4. Enemy modifiers that are difficult to parse in the horde of 100 monsters. Which one is the charge remover? Your choices are to invest in multiple defensive layers and hope that you don't run into combinations of enemies that can shred them - at least before identifying the potentially lethal combination - or to just invest in ever-higher DPS and blast from afar. The latter method seems to be what XP penalty-advocates are concerned about, but the penalty doesn't really seem to discourage that type of play. I also don't understand the point behind both requiring higher amounts of XP to level *and* imposing two penalties on XP progression at the same time. At some point, it just looks like an attempt to pad out the leveling process. |
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Diagnosis: Skill issue.
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+1
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-1.
XP loss stays. In fact, lets add: Drop all current inventory on ground upon death. “Freedom is what we do with what is done to us.”
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" That would be Mediumcore, just like in Terraria. So they would need to add a Mediumcore league option when creating characters. Let's not confuse what Softcore means here. It means no HC mechanics whatsoever, no overly punishing mechanics. None of that. And exp loss is an HC mechanic, it has no place in Softcore. Exp loss will eventually be removed, they already removed it from bosses. Its only a matter of time. |
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" Except, the mode we are playing/talking about isnt actually called "softcore". Its just called Keepers league. We call it softcore to make it clear what mode we are talking about, but GGG doesnt label it as such. “Freedom is what we do with what is done to us.”
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