The -15% exp penalty is obnoxiously bad outdated design.
" Yeah, it kills variety. @Vanzi, 75 Shadow
@Arrathan, 78 Ranger |
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" The game currently has glass cannon builds. The builds people would make with no death penalty would be just plain retarded. Standard Forever
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" First: I agree defensive measures should be a must for players. Now, comparable with stacking HP only, how well does it work to stack ES only? Or evasion? Or armour? Witches, shadows and rangers should not be forced on HP nodes, they should have defence mechanisms just as viable based on their primary attributes - in my opinion. " Retarded for YOU, fun for another. Learn to respect other people's perceptions, even as they're different from your own. placeholder for creative sig Last edited by Undon3#5633 on Feb 14, 2013, 10:56:01 AM
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" CI stack all the ES you want. |
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" Tried, but found that Chaos dealing mobs are too few too warrant such a dramatic change in my character. I feel better as a classic ES/HP hybrid. Point was, stacking HP only just works by itself, stacking ES only sends you over in a direction you might not want to go for CI in the tree, and stacking evasion or armour? Not worth even mentioning. But I fear I went offtopic too much, so I'll stop with the specs thing. placeholder for creative sig
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How about having a Death Penalty timer. If it was a one hour timer which prevents you from constantly charging in on mobs, but if you are careful and once an hour you desync you are not penalized. Experience loss would use the following equation.
Actual Loss = Difficulty_Loss * (Play_Time_Since_Last_Death / 60) This is obviously capped at zero so you are not gaining 15% experience by not dying for two hours. Difficulty_Loss is either 7.5% or 15% As I said, this would protect those with Desync issues and only penalize the glass cannons who run in and do not worry about dying. |
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" Death itself is punishement enough for a glass cannon build. Having to run back all the time, having to reclear instances, wasting huge ammounts of portals, being one shot often, in the end questing slower then a defence build, being pretty much useless in PvP against anyone with a brain... There is nothing bad with discourgaging glass cannon builds but killing them all together in this way is pure useless. The death penalty works atm kills diversity and again takes the game from one thing to another ( to many glass cannon builds to pretty much NONE ). Was the goal to kill them or to discouradge them ? |
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" What does this mean? You most certainly do have choice in your builds. Obviously you have to have a survival plan. 15% seems like a fair amount. The punishment for death is what causes the game to be exciting on SC. |
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If GGG is insistent on an exponentially scaling death penalty than there needs to be a higher priority put on fixing unavoidable death. Water literally prevents reflect auras from appearing and there are many graphical foliages which produce a similar effect. This is further augmented by the fact that the engine doesn't allow some pillars to be in the background which makes for a very frustrating gaming experience.
If these problems are unfixable than the death penalty needs to be a changed to a static amount. Losing a few days work at 86 is aggravating, losing months at 90+ will be unacceptable. |
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" Yeah, please do keep telling us what's fun and what's not. Because that worked out so well for Blizzard and D3. @Vanzi, 75 Shadow
@Arrathan, 78 Ranger |
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