Death Penalty is too excessive

It's fine, I am playing a slow character with plenty of defenses. If I am leveling faster than a glass cannon who dies every other map - good. Without this penalty defensive characters would be left in the dirt fairly quickly. In fact, playing defensively would be left in the dirt now that we have multiple town portals in maps.
"
tarloch#1873 wrote:
"
MagosX#1099 wrote:
At level 93 with an Omen of Amorelion one death should be roughly one map worth of xp...


doesnt the fact that you need to use an omen to reduce the penalty mean that it is a problem?

I mean why use one otherwise? the penalty is fine right?

if they are sort of mandatory at higher levels then why isnt the penalty just reduced and the omen deleted fron the game? ...oh the penalty is fine right?

more busy work from GGG i guess. player must do x,y,z before playing

anyway...so the penalty is fine but use an omen because its not fine...got it


The penalty is fine but use an omen if you really don't like it.

I like the death penalty because it forces players to reassess their approach if they run into a wall rather than just try to brute force past content they clearly aren't ready for.

It makes failure matter.
Get the 75% omen, problem solved
There are a lot of good arguments on both sides of this issue, but in the end, I am mostly on the side of keeping the death penalty. It does have the effect of giving a sense of pride to those who achieve those coveted levels.

On the other side, I feel that the argument that it punishes build diversity has some merit. In a game that can sometimes be quite punishing already, it can take away the most logical path to additional power. This interaction can feel disheartening, because of you are struggling not to die at high levels, it's pretty likely you don't see any path forward to victory. Gear isn't dropping, can't get a level, etc.

Whenever an issue has merits on both sides, I feel the best option is compromise. How can this be accomplished? A lot of ways, naturally, but I have a few thoughts that could smooth the pain points a bit.

First, from my own experience as a player who makes my own builds (and sometimes suffers for it) I have noted that I have a tendency to try to "play it safe" as I get further into a level. Often I might have something else I would MUCH rather be doing, but the idea of losing all that time and XP feels awful, so I run maps with ONLY a single vaal orb hoping to get a t16.

So my fix for this while still maintaining a penalty for death? Reward DIFFICULT content and its pursuit. Want to safely run white maps to level? Full death penalty, no change. Take a t15 or 16 and juice it into a rare? Build in some XP loss resistance like 5-8% per mod. You still lose, but now the game is encouraging you to engage with more of its systems. The net effect is that people will probably be dying more often, but the bonuses from doing that tough content should keep the overall speed of progression about the same as now.

In my opinion it is not good design for a game to encourage players to limit their engagement, and often heavy penalties do exactly that. It's the main issue I have with many potentially interesting abilities or skill tree nodes in this game, too many negatives that discourage experimenting. But that's another discussion entirely, LOL
keep the death penalty in

if u die in the game u die in real life
its fine

before 93 you always get more XP from 1 map

with omen and right tower setup you get more in 95 (~3-5%/map)
d:-D*

Report Forum Post

Report Account:

Report Type

Additional Info