I'm okay with death penalty except...

"
KuroSF#6521 wrote:


It's a desire for there to be *some* difficulty in the game without going all the way to hardcore.


But it doesn't add difficulty, what adds difficulty is modifiers to waystones, and if you die you lose that. All losing exp does it make the game longer not more difficult. and c'mon its 2025 we can come up with more fun interesting ways to make the game more of challenge if people want that.
Last edited by Yoakar#8952 on Jan 12, 2025, 1:28:52 AM
"
Yoakar#8952 wrote:
"
KuroSF#6521 wrote:


It's a desire for there to be *some* difficulty in the game without going all the way to hardcore.


But it doesn't add difficulty, what adds difficulty is modifiers to waystones, and if you die you lose that. All losing exp does it make the game longer not more difficult. and c'mon its 2025 we can come up with more fun interesting ways to make the game more of challenge if people want that.


It makes it more difficult to gain further levels, and the reason for that death is your actions (be it build, skill, whatever).
Come on, it’s 2025! How do you all still not understand that a game made for everyone is a game made for no one? Stop trying to make GGG look like Blizzard or Ubisoft. Go play another game if you feel like this one is a waste of your time, or where you can find something more casual.
Jesus Christ... the popularity of this game has brought in so many crybabies... Look at this - you’re all crying, but you’re not playing Diablo 4 or any other game made by those AAA trash companies. Probably because they make games for everyone.
Last edited by Fire_BERKUT#1769 on Jan 12, 2025, 2:48:49 AM
"
Sakanabi#6664 wrote:
Losing the boss, irradiated, corruption or whatever we had on a map we died in. I don't mind 1 portal rule and losing 10% exp + waystone on death but let us keep the map with everything on it for another tries please. Death already resets monsters and deletes loot on that map.

This will satisfy all old school nerds who want to play PoE under constant threat of losing progress while saving some time for players who can't or don't want to grind more towers and traverse more empty nodes in order to get to something useful.


That won't already happen, because it would be extremely easy to abuse. Players would just setup one map to be exactly what they want, and then die at the end so they can repeatedly run the same thing.

Originally GGG was going to make it so if you failed a map that node was blocked off and could not be run (or pathed through) again. Losing some bonus content is a much better option.

You are basically given a bonus for your first attempt at a node, they take that bonus away when you die.

There are no empty nodes, there are just less useful ones. You can extract value out of every node on the tree. I get at least 20-30ex out of a failed map node (so zero bonuses to anything) as I reblast through it on a lower tier so I can get to the juiced nodes behind it.
"
KuroSF#6521 wrote:
"
There is a more apt word for people who enjoy that kind of thing and it’s: masochists.


It's not masochism.. It's a desire for there to be *some* difficulty in the game without going all the way to hardcore.

Back in the day, we used to put a quarter into Donkey Kong, and if you lost your three lives, you were done. You had to put another quarter in.

Now every single game out there gives you unlimited lives, and lets you make XP and loot progress even if you totally mess everying up and die over and over.

If they remove XP loss, one could hook a keyboard macro up to the game that dies over and over and make it to level 100.

We're better than that as players. We should have some challenge.

I personally would be 100% okay if the XP loss was limited to the XP earned within the map.... as then you still couldn't make progress while dying... Losing more than the map you are in worth of XP is pretty harsh. (I'm okay with it, but it's harsh)

However, letting players monkey A-move in a map and die and still get XP? No thanks.


Back in the day we didn't have no donkey kong and no quarters, we had a stick with a ball tied to it and there were a hole in the ball and you would try to catch the ball on the stick and if you complained you got a beatin'.
"
Yoakar#8952 wrote:
"

4. True soulslike, XP lost on your corpse... you have a time limit to get back to your body and get all your XP back; i.e. Soulslikes


if they are not going to remove exp loss on death than i really hope they add this, though for the trials they would have to do something different i guess. that said my vote is still remove exp loss, its annoying and does nothing for the game.


^^^ I'm actually with you on this. I've written a lot of posts about removing the death XP penalty entirely and faced the ire of the stans.

But hey, we'll know by tomorrow's announcement who this game is really for.

My gut isn't hopeful though: I think the devs are very prideful and won't cave in spite of the majority consensus.

That'll please the stans. That'll enrage Tencent xD

<prepare the popcorn>
i bet they dont give much fuck about the supposedly issue of losing xp, there's some more important stuff to work on :D
if your petty little 10/15% xp loss at lvls what. 80, 85+ is the absolute biggest issue you see in the game. then clearly you are missing some of the way more mechanical and deeper problems that should be prioritized 300%.

I's also funny how no one seems to follow up with the more interesting and detrimental aspect; of map-juice and juice-loss. that's surely an aspect that has to improve in general. And is an aspect to be discussed which even more experienced players do not consciously realize.

Now that's what I call an interesting and rather relevant contribution.

For all the lads wishing for zero death-penalty and petty whining on absolutely irrelevant, superficial aspects I'll have some motivating and supportive words - the good news is, it's most often not a mechanical skill issue:

"git gud?"
"
Valsacar#0268 wrote:
"
Sakanabi#6664 wrote:
Losing the boss, irradiated, corruption or whatever we had on a map we died in. I don't mind 1 portal rule and losing 10% exp + waystone on death but let us keep the map with everything on it for another tries please. Death already resets monsters and deletes loot on that map.

This will satisfy all old school nerds who want to play PoE under constant threat of losing progress while saving some time for players who can't or don't want to grind more towers and traverse more empty nodes in order to get to something useful.


That won't already happen, because it would be extremely easy to abuse. Players would just setup one map to be exactly what they want, and then die at the end so they can repeatedly run the same thing.

Originally GGG was going to make it so if you failed a map that node was blocked off and could not be run (or pathed through) again. Losing some bonus content is a much better option.

You are basically given a bonus for your first attempt at a node, they take that bonus away when you die.

There are no empty nodes, there are just less useful ones. You can extract value out of every node on the tree. I get at least 20-30ex out of a failed map node (so zero bonuses to anything) as I reblast through it on a lower tier so I can get to the juiced nodes behind it.


That makes a perfects sense. So maybe just don't remove a map boss on player's death? As map bosses are quite mandatory for waystone sustain.

Report Forum Post

Report Account:

Report Type

Additional Info