The 10% EXP penalty on death NEEDS TO GO
" Nah, old school is playing through the game in one sitting. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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2 Months ago this was annoying, but the fuckup of lifeleech and manaleech accompanied with the reduction of life on scion wheel of life and marauder starting in special led to a significant reduction of survivability. This inevitably leads to more deaths and more dissatisfaction
Again an indication for the non well thought nature of the changes mentioned above. Change it back, these changes where not done thoroughly and where unneeded ( and even after asking there was no mention for the motivation do do those changes). It is ok that there is some kind of penalty for dying. But this should he somehow keep a reasonable relation. By reducing survivability also penalty must he at least configured apropiately. Until around lvl 55 it is no problem but starting in merciless and then as a next step mapping around 65 this gets tricky. Dernière édition par Tlaloc4#4153, le 27 mars 2014 à 10:31:30
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" Most of the players agree the change was awkwardly done, you hit a bunch of enemies with your cleave, you damage all of them, you get reflected damage for the whole shebang but you leech like you hit only one. Can't really think of any other game that does it that way. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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I think a good system would be one that function in a propotion with respect to the amount of experience the player needs to level up. It is clearly different to lose 10% of your expetience having to complete 10m million to say than losing that same 10 % when you have to complete a quota of 100 millions.
Dernière édition par zyndarius#3787, le 27 mars 2014 à 10:36:58
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" Uh. That is how it functions. 10% is a proportion of how much experience you need to level up. It's always 10% of how much experience you need. That's what 'proportion' means. It's worth noting that +2 maps are a dangerous thing.
They can cause players to get out of their depth - playing maps that are too hard for the items they currently have. Herp Derp. |
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" Maybe he meant 10% of what you currently have out of the amount you need to level... if I made any sense with this. Errh... so you would lose 10% of experience bar only if just about to level, you'd lose 5% on half-full bar and almost nothing if your bar is only a segment or two. Meh, potatoes, potatos, it would still be the same thing, as Frodo would say: 'we need something fresh, something wild'. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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" You lose 10% of your xp bar (so less than 10% if you're under 10% at that point). The higher the level, the more xp you need to level again. So 10% of a level 80 guy's xp bar is jack compared to 10% of a level 90 guy's xp bar. Dernière édition par Gemdraco#2335, le 2 mars 2015 à 07:27:44
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I meant some kind of formula that would be able to determine. At level 1 you lose 10% at level 45 toy lose 7%, at level 80 you lose 4%, and so on.
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" just ... no, that would not make sense at all. 10%xp at level 1 means plain nothing anyway. The penalty is also here so that if your build sucks and that you keep dying because of it, the game won't let you go further because there is a problem with your char and you need to fix it. Getting to higher levels is meant to be difficult, not just time consuming. The 10% penalty is basically what makes it so, and is meant to be like this. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Dernière édition par Fruz#6137, le 27 mars 2014 à 13:19:37
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