Exp loss on death topics are getting out of hand.
" Are you sure about that claim? Playing a build with zero defense won't get you to far, will it? You will still have to redo the content, right? You will not gain any rewards, right? There are plenty of games without death penalty that have very good build diversity.. My claim is opposite to yours - I think that build diversity is killed by the death penalty far more than it would be killed by its lack. If I can die easily to stupid oneshot off screen and lose everything I put and some of what I already had which build will I choose? Any that I like? No, only the ones that let me survive as much as possible while dealing enough damage. Ultra top meta dps with the most broken packed defense layers the game has to offer. Why top dps - cause than it's far easier to cut something for even more defenses, easier to find items. Isn't that exactly what is happening in poe hardcore? Where the death penalty is the biggest there can be? Have you ever compared build diversity between hardcore and softcore in a league? Which do you think has better? That is something you can actually check. I will let you do it to prove your claim. Show us the proof that the more death penalties in poe the more build diversity we will see. Show us that there are more unique different skills and classes used by 100lvl hc characters than softcore ones in the ladder, its a pretty good sample of 10k chars. I don't know which one of us is right, but I am willing to agree to your claim if you can prove it. Although I think you will not do it and just go claiming, " but but hc is its own thing" - yeah it's death penalties to the fullest by the definition - end of the line. You can't punish a player more than that (well maybe ggg could introduce one char per league to do hc*2). Jokes aside, I believe you are wrong on this topic and you are constantly omitting the extreme costs that the death penalty puts on the game. Look up my previous post in this thread. I am open for discussion. |
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I WANT to face challenging content.
I want to know that if I don't perform well, nail every dodge, avoid every attack, I can die. I want there to be a very real chance of death in every map I play. I can't do that in a game with a big death penalty. Punishment makes players AVOID the challenging content. Why juice a map to give you a 25-50% of death if you lose the map and XP if you fail? If the design is to have players run dozens of maps with no chance of failure, they could simply have us plug the maps into a pachinko machine that will dish out the rewards. That would be more engaging than running semi-AFK, no-risk content. |
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" Well. Most people here seem to equate time and frustration as a challenge. You're right though. There isn't a challenge. Anyone with enough time can just run safe maps, and actively do so, to avoid the 'challenge' of being pissed off that you lost 5 hours of your time. The mechanic doesn't make the game more difficult. It just makes it more frustrating, and makes it take more time. Both of which, people quit over. There's plenty of ways they could add challenge to the game. I hope they can figure this out instead of sticking to this old archaic diablo/everquest mechanic meant to pad your gametime in a contentless game of the early 2000's. Zuletzt bearbeitet von Akedomo#3573 um 30.12.2024, 17:28:24
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Did you guys hot fix something and not document it? I started with 60% xp and now im at zero with the same gear doing the same maps lol
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Considering there shouldn't be exp loss on death to begin with?
Yeah, it's definitely out of control. Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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" I am pretty sure GGG has a history of not giving a fuck about a vast majority of players, and thats why PoE is good, and why PoE 2 will be good. Xp penalty on death existed for years, and as someone who dies 50-100 times per league, it doesn't bother me at all. Fear not, everyone who doesn't like -10% xp on death (that must exist), one portal maps that punish bad builds or oneshots (that should exist kinda) can leave, and the game will be fine too. The long runback to bosses I believe they will fix when they introduce more checkpoints and teleport to checkpoints, so that will hopefully be gone. |
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" You were right up until "and that's why" No, that's why it's going to be a mid-game just like POE 1 was. The only reason that many people played POE 1 was the build diversity, the fact that it was F2P and a HUGE chunk of the people playing were farming bots. We don't have build diversity in POE 2 yet. One can hope we will, but if they keep copy/pasting stuff from POE 1 we will have the EXACT SAME STUFF as we did in POE 1. Not great. Plus their lack of understanding that literally no other newer games have non-recoverable exp penalties and punishing mechanics for no other reason than "just because" is why this will be the same and end up with more bots than players for the first 3 weeks of every season. Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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" https://www.youtube.com/watch?v=QFgcqB8-AxE Sums up those people pretty much. XP loss exists so that every fucking loser playing his hypothetical CI Deadeye with Sunder with 1k ES doesn't get level 100 for simply existing. Bad builds don't deserve level 100. You gotta deserve that level. Otherwise level 90 is enough to have a perfectly functional character. |
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" Fanboi alert! |
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" Bad builds will still make to level 100 the same way good builds will - by doing easy content. Or they'll just buy a carry. My personal belief is that GGG is going to sell "time savers", either a direct level 100 boost or XP buffs. The game design is just so blatantly geared toward time-wasting tedium that it's hard to imagine it isn't by design. Oh, and if the game remains the same and GGG doesn't sell them - someone else will come in to fulfill that market need. |
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