EXP penalty from death idea

The way POE works is pretty simple: You always have to choose between the safe steady route or the risky RNG route. This philosophy spills over all content even with things like linking, socketing, chaos, vaal.

Each person chooses which option they prefer.

That being said, I do want an adjustment to the death penalty, but quite frankly it's impossible to really balance to make it fair to everyone. The only way I see this working at all would be with brackets depending on level.
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Slicer9875 a écrit :
The way POE works is pretty simple: You always have to choose between the safe steady route or the risky RNG route. This philosophy spills over all content even with things like linking, socketing, chaos, vaal.

Each person chooses which option they prefer.

That being said, I do want an adjustment to the death penalty, but quite frankly it's impossible to really balance to make it fair to everyone. The only way I see this working at all would be with brackets depending on level.


Heh, that might be true for the run through the storyline content, or up to level 82 monsters that do provide full EXP up to level 92 characters... Post 95, you are literally discouraged to tackle the said tier 15-17 content, disregarding the RNG "route" entirely, as something will eventually kill you, it's just a matter of time and stars aligning against you...

It's simple, keep the current gain ratio (or even do a small adjustment towards the moment before the packsize nerf, while increasing the HP of all the monsters accordingly), but stop punishing those high level players for taking chances and testing themselves versus the content, by actually making the said difficult content EXP wise "worthy", even with a substantial chance of death...

Up to level 90 there is no impact regarding death EXP penalty, it just feels like a slap on the wrist at most. Zerging is encouraged. Running "crazy mods" after you just reached a new level is also encouraged.

Much "balance". Much "WOW". /s

Not to mention having drops from going and killing stuff feeling underpar to the safety of "trading/RNG crafting".

Why not shake those "metas" at least a bit, and give the playerbase the option to actually test themselves versus the end game content without such a fear that beside the wealth sunk, all the other time investment was thrown out the window also?

Yes, I would like to see more potential for the items that dropped from bosses regarding rolls and affixes, as those bosses are the difficult content that presumably kills most often your character, so at least you can feel some progress while making your path towards Shaper, without being forced to over-rely on "trade/RNG crafting"...

Hopefully, these points, and also all the other aspects regarding the state of missing features in 3.0 and/or bugs/QoL etc. will be addressed further in the post 3.0 patches...

PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...

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