Is anyone else noticing how unimpressive the penalties are to dying in D3? Durability loss seems mediocre at best, and they even give you the option of where you can res in RoS. I remember the xp loss in D2, and I feel like people should start to care more about whether or not their character dies. Any ideas? Paragon xp loss might be a start...
Is anyone else noticing how unimpressive the penalties are to dying in D3? Durability loss seems mediocre at best, and they even give you the option of where you can res in RoS. I remember the xp loss in D2, and I feel like people should start to care more about whether or not their character dies. Any ideas? Paragon xp loss might be a start...
In before "Go play hardcore"
Agreed, dying should matter in D3. I think the classic XP loss would be a good option and someone of a significant amount of XP should be lost too. There could be other options also, of course. Durability loss is just so pointless and if the res on your corpse stays in well.. it doesn't get much simpler than that.
I also liked how they originally had it set up so that a champ pack would regenerate after you died. Everything is catering to making death a 5 second annoyance rather than having any deep ramifications.
Retrieving your body to grab your gear (like D2) should be plenty enough penalty. Loss exp is just frustrating and can drive away people from the game, it's one of the reasons I never gave final fantasy online a chance.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
Retrieving your body to grab your gear (like D2) should be plenty enough penalty. Loss exp is just frustrating and can drive away people from the game, it's one of the reasons I never gave final fantasy online a chance.
I can see how someone might find that frustrating, I actually play ffxi and I loved it haha. Maybe a combination like in d2 that retrieving your corpse will restore some of the xp loss.
I can see how someone might find that frustrating, I actually play ffxi and I loved it haha. Maybe a combination like in d2 that retrieving your corpse will restore some of the xp loss.
Then we might as well just copy D2 and piss off a portion of the fan base. Your suggestion is exactly what happened in D2, you just can't lose levels like FFXI. When coming up with idea’s you need something that will get a general overall approval from the community, if your idea only caters to you or a specific group of gamers it won't fly.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
I can see how someone might find that frustrating, I actually play ffxi and I loved it haha. Maybe a combination like in d2 that retrieving your corpse will restore some of the xp loss.
Then we might as well just copy D2 and piss off a portion of the fan base. Your suggestion is exactly what happened in D2, you just can't lose levels like FFXI. When coming up with idea’s you need something that will get a general overall approval from the community, if your idea only caters to you or a specific group of gamers it won't fly.
Yeah, I'm not saying that is the only option. I'm just saying I'd like to see it something a little more severe than durability loss while simply resing on your corpse haha. There is many things they could do and I'm open to all sorts of glorious ideas!!!
I think we can agree that it is extremely unimpressive when you can die 3 times to a champ pack, down them, and move on without any net loss to your character. There is nothing to be proud of with that kind of playstyle. It just feels meaningless. It's like, oh, i can do torment 6, it takes me 8 min and average 12 deaths per champ pack, but I can do it!
I don't think there should be drastic death penalty's honestly the people who want that will play hardcore. Why does death have to mean something? Corpse runs in D2 wasn't all that fun or enjoyable which caused most people to use chicken or some such to avoid it.
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I really think the OP's statement is pretty lame and is a poor example of why harsher penalties should be added. It doesn't matter how big or small the penalties of death are. I still avoid it at all costs because it's wasted time for me and I have a limited gaming time. On top of that being a gamer for over 25 years there is a sense of pride that exists and needing to kill something after dying 10 times really doesn't make me feel accomplished and I'm not stupid enough to stay on that level of difficulty if I can't kill anything efficiently.
Look at how this problem became an issue, at one point this game was very difficult and death occurred frequently. I bet the OP never played this game pre inferno nerf and these changes were applied because the initial penalties did not serve any purpose. People weren't dying because they were careless they were dying because of poor game mechanics. Now we have an easy game with the levied penalties, suddenly silly threads like this are created.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
People already care. The death timer and run-back are already annoying enough. Too much beyond that, and you're incentivinzing overly cautious gameplay, or just flat out skipping packs, which is (IMO) exactly what SC D3 isn't about.
To me, these threads feel a little bit much like "I resent people who aren't as skilled as me playing at the same difficulty level, and I want a game mechanic that'll send them scurrying back to where they belong.".
I remember playing a S&B barb around launch (either before or after the insane repair costs)... and I will never forget the day someone called me a noob for it: "Dude this is SC, it doesn't matter if you die. Anyone that gimps themselves with a shield is retarded."
Honestly, I fucking hate all the people that think Diablo should be a mindless spam fest with zero tactics. DPS is boring.
I don't think there should be drastic death penalty's honestly the people who want that will play hardcore. Why does death have to mean something? Corpse runs in D2 wasn't all that fun or enjoyable which caused most people to use chicken or some such to avoid it.
So, there should be nothing between "perma-death" and "res instantly at corpse with minor repair bill"?
Yes, that exactly. Dying hurts your gear slightly, and hurts your farming momentum slightly as well, it also makes you fail any boss fight that you're playing solo on, and that's all that is needed in softcore. If you really want a death penalty, that's LITERALLY why hardcore was brought to D3.
I remember playing a S&B barb around launch (either before or after the insane repair costs)... and I will never forget the day someone called me a noob for it: "Dude this is SC, it doesn't matter if you die. Anyone that gimps themselves with a shield is retarded."
Honestly, I fucking hate all the people that think Diablo should be a mindless spam fest with zero tactics. DPS is boring.
Elitist much? Just because some people ( I would wager around half the player base) would rather find ways to zerg down champ packs with the highest dps possible rather than play how YOU want to play, doesn't make them wrong.
There has to be a tradeoff on the "glass cannon" vs "survivability" spectrum which inherently means the more survivability you stack on your character the slower he should kill (allowing characters to achieve both high survivability AND high killing efficiency is a bad design decision for patently-obvious reasons).
In an A-RPG where the A stands for "action" it makes sense that people gravitate towards "big numbers" and not towards "herp derp imma tank." I'm happy that you like tank-y characters, but it flies in the face of most of us who just want to kill monsters.
Do I think tanks should be viable? Of course. But in a game where killing monsters faster gives more rewards than killing them slower... I don't think the hatred towards "DPS" is anything short of completely misplaced. Unless you are dying a lot, why would you stack on more defense? It's completely, 100%, counter-intuitive.
DPS does not mean people want "no tactics." What we need is more reason to have higher survivability thresholds, not reasons to be forced back to tank builds. Removing Life Leech is actually a major step in the right direction on this subject because Life Leech, by itself, gave survivability based on DPS.
In before "Go play hardcore"
Agreed, dying should matter in D3. I think the classic XP loss would be a good option and someone of a significant amount of XP should be lost too. There could be other options also, of course. Durability loss is just so pointless and if the res on your corpse stays in well.. it doesn't get much simpler than that.
I can see how someone might find that frustrating, I actually play ffxi and I loved it haha. Maybe a combination like in d2 that retrieving your corpse will restore some of the xp loss.
Then we might as well just copy D2 and piss off a portion of the fan base. Your suggestion is exactly what happened in D2, you just can't lose levels like FFXI. When coming up with idea’s you need something that will get a general overall approval from the community, if your idea only caters to you or a specific group of gamers it won't fly.
Yeah, I'm not saying that is the only option. I'm just saying I'd like to see it something a little more severe than durability loss while simply resing on your corpse haha. There is many things they could do and I'm open to all sorts of glorious ideas!!!
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Look at how this problem became an issue, at one point this game was very difficult and death occurred frequently. I bet the OP never played this game pre inferno nerf and these changes were applied because the initial penalties did not serve any purpose. People weren't dying because they were careless they were dying because of poor game mechanics. Now we have an easy game with the levied penalties, suddenly silly threads like this are created.
It affects builds. People have literally ZERO reason to even consider defense over DPS in SC play. One of several reasons why I quit SC play long ago.
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To me, these threads feel a little bit much like "I resent people who aren't as skilled as me playing at the same difficulty level, and I want a game mechanic that'll send them scurrying back to where they belong.".
If you can't retrieve it, make a new game.
But we all know this will never be done because D3 is a casual game.
I remember playing a S&B barb around launch (either before or after the insane repair costs)... and I will never forget the day someone called me a noob for it: "Dude this is SC, it doesn't matter if you die. Anyone that gimps themselves with a shield is retarded."
Honestly, I fucking hate all the people that think Diablo should be a mindless spam fest with zero tactics. DPS is boring.
Yes, that exactly. Dying hurts your gear slightly, and hurts your farming momentum slightly as well, it also makes you fail any boss fight that you're playing solo on, and that's all that is needed in softcore. If you really want a death penalty, that's LITERALLY why hardcore was brought to D3.
Elitist much? Just because some people ( I would wager around half the player base) would rather find ways to zerg down champ packs with the highest dps possible rather than play how YOU want to play, doesn't make them wrong.
Except that statement is a complete paradox.
There has to be a tradeoff on the "glass cannon" vs "survivability" spectrum which inherently means the more survivability you stack on your character the slower he should kill (allowing characters to achieve both high survivability AND high killing efficiency is a bad design decision for patently-obvious reasons).
In an A-RPG where the A stands for "action" it makes sense that people gravitate towards "big numbers" and not towards "herp derp imma tank." I'm happy that you like tank-y characters, but it flies in the face of most of us who just want to kill monsters.
Do I think tanks should be viable? Of course. But in a game where killing monsters faster gives more rewards than killing them slower... I don't think the hatred towards "DPS" is anything short of completely misplaced. Unless you are dying a lot, why would you stack on more defense? It's completely, 100%, counter-intuitive.
DPS does not mean people want "no tactics." What we need is more reason to have higher survivability thresholds, not reasons to be forced back to tank builds. Removing Life Leech is actually a major step in the right direction on this subject because Life Leech, by itself, gave survivability based on DPS.