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Death Penalty - Replace XP Loss w/ Durability Loss
I have addition to this idea, add minecraft enchants.
You can repair armor with mending, which means you pay with exp to repair gear, which would be only way to repair gear. Unbreaking 3 as well. Dernière édition par PaintMaster#2396, le 25 févr. 2025 à 15:19:43
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" That seems overly complicated to be honest. I think repairing equipment with gold at the blacksmith is a simpler approach and straightforward. |
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You don't need either of these, you already have to start over in the zone and try again.
That's enough, that's more than enough, Ratchet and Clank already showed that getting stunned a little bit is enough of a penalty for playing poorly to make people want to play better. The entire reasoning for the death penalty is leveling to 100 is too quick, but also, caring about that stat is insane. It just absolutely does not need to be a thought in people's heads. Dernière édition par j33bus#3399, le 26 févr. 2025 à 12:10:08
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" I agree to a point, by having gold repair equipment creates a nice gold sink for the game. Dernière édition par CharlesJT#7681, le 26 févr. 2025 à 13:54:02
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" That's the gambling, it doesn't need a useless one too. |
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"Please no. I hope we won't have durability loss in PoE 2. It's either a completely irrelevant mechanic adding a few pointless clicks on a vendor, or if it would be actually meaningful, you would be crying you can't fix your gear because you're dying too much and now you're in an even worse situation because you have no gear, so you can't even farm gold or whatever currency to fix your gear. What you want is to remove penalty for dying. Just say it how it is instead of coming up this meaningless tradeoff. Either way no. I really, really like the fact that PoE 2 has death penalty. You are not meant to actually reach lv 100, lv 100 is an achievement in itself because it doesn't require just time, but also skill to not die getting there. Pick a level you are comfortable at, maybe 95 if you can, maybe 97, and accept it as your realistic goal. Dernière édition par Summoner#7705, le 26 févr. 2025 à 15:11:16
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" Respectfully disagree. It seems many people always bring up extreme examples of a mechanic being completely irrelevant or overly problematic. I think durability could be designed to be well balanced as a deterrent to death. It's just a tuning issue, but the mechanic is sound. Dernière édition par CharlesJT#7681, le 27 févr. 2025 à 08:40:17
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" +1 |
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The issue for me isn't the xp loss. I like risk = reward mechanics. 10% xp loss is a massive disincentive to "risk" for very little reward in highly modified maps with laughable drop rates.
Map modifiers that vastly increase risk of death give more waystone drops...yay no. Ritual is very risky at high levels with a micro chance of obtaining something valuable from them. Mostly you get garbage you wouldn't pick off the ground or the odd mid tier omen. Audience with the king, I have had 1 in nearly 800 hours. Breach is pretty consistent and is in an ok place. Delirium is way over-tuned and not really worth the effort, pretty easy with some builds but you can get one shot easily or more likely lag spiked to death. Not worth the risk. Some simulacrum modifiers can spank your dps to nothing making it rng x rng + lag spikes. They also give massive flat DR to enemies the higher the delirium. Simply not worth it unless you have a multi-mirror meta build with millions of on hit dps. Where are the rewards for the risk? Item rarity builds is another annoyance. You sacrifice dps and defense for more garbage to identify because the weightings on the rolls even tier 5 suck. Rarity is essential if you want a realistic chance of obtaining any worthy unique items of which there are VERY few worth picking up. All these things have a cascade effect making the risk exponentially higher while giving marginally larger increase in POSSIBLE drops. It feels bad because it is bad. Very unbalanced risk vs reward. |
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" The durability loss on death lowers to risk to reasonable levels. Gold repair cost could be tuned to ensure a healthly risk vs. reward profile is achieved. Dernière édition par CharlesJT#7681, le 28 févr. 2025 à 10:44:33
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