Permanent Item Damage and Death Penalty changes

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OK, I do not like this. At high levels, AC is almost meaningless, even clerics with Maxed out Concentration and +13 items fail concentration checks on an 18, and instant death spells are common. Deaths happen at high level; that is why we have Raise Dead and Resurrection spells. This will punish those who lay high level content possibly to the point of it not being fun anymore.

In addition, I feel that this will hurt PUG's. Who wants to take the chance that their group will not be good and they may spend half the quest standing around waiting for death debuffs to wear off? I don't know who you got feedback from, but the only people I have seen posting that they want severe death penalties are the permadeath folks, and they rarely make it above Level 10 and have their own self-imposed rules.

Quote:

Originally Posted by Eladrin View Post
  • The Cleric/Paladin enhancement Unyielding Sovereignty has been modified to remove all negative levels and current death penalties (including the Black Abbot's renamed "Deathgrip of Dolurrh"), but only resting will reset your current death counter.

  • This is interesting - it may make pallys desired for high level parties again, but the 10-minute cooldown should be lowered to 1-2 minutes or eliminated completely.
  • 12-14-2007, 11:57 AM
    Hendrik
    Quote:

    Originally Posted by ArkoHighStar View Post
    THis isn't about established raids or quests, it is about new content ,and new raids. Once any quest or raid becomes easy, you are right hardly anyone dies, but learning it even after you have strategies handed down from the trailblazers, can still be costly. group will abandon much earlier to restart than they do now, and this will just extend the amount of aggravation it takes to finally beat a raid.

    I understand that point Arko, but what can be done?

    We cannot lessen the impact of new content on those that want to run it before its solved for them. We cannot 'spoil' the dungeon.

    Entering any new quest is, and rightly should be, inherently dangerous and possibly fatal. Less fatal and dangerous as we learn it. Should we offer up no DP or a smaller one to favor those that wish to adventure in unknown areas? No DP if you don't know the Quest, DP if you know it? We can jump in ourselves and try to learn the new quest or wait for someone to hold our hand through. Me? I drop off my best gear and change into something else and go learn.


    Every decision made will benefit someone over someone else - we cannot avoid that.


    It was aggravating to die over and over to learn past raids and we can't really make the learning process any easier. It's trial and error.

    I still believe Arko, we need to do some testing on Risia and see how it all works and gather facts. If the DP is to much, we present our facts and shoot for a change. One thing is for sure, if we find the DP is to much on death, it will be changed.
  • 12-14-2007, 11:57 AM
    Cheg
    Quote:

    Originally Posted by Beherit Baphomar View Post
    Oh rly?

    No. The furthest you can get is 735exp short of level 5 before you have to enter a dungeon.
  • 12-14-2007, 12:00 PM
    miceelf88
    Negative player experience???
    Honestly, have people really been that upset about the XP penalty on death? I found it slowed my advancement down somewhat, when I was soloing, but so what- there are still plenty of quests and XP available for people to leve with. I don't like this new change to the death penalty at all.

    I find it hard to believe that the death penalty was the most pressing issue in terms of bad game play experience. I would be willing to bet that there are far more people whose enjoyment is ruined by quests/raids that depend on a perfect internet connection, ability to voicechat, and intricate twitch skills (Abbott, even after the fix), than were upset about the death penalty being XP.
  • 12-14-2007, 12:06 PM
    Renegade66
    Quote:

    Originally Posted by Eladrin View Post
    It's a much nicer curve than that, with the exception of Dreams of Insanity (which has more than twice the average number of deaths as the second deadliest quest... Tempest's Spine.)

    I'm going to go out on a limb here and say that this statement is incorrect and that the Black Abbot holds the highest number of average deaths per quest. Since breaking the raid, everyone dies at least once and many party members die multiple times.
  • 12-14-2007, 12:13 PM
    Nirvana
    Quote:

    Originally Posted by Eladrin
    It's a much nicer curve than that, with the exception of Dreams of Insanity (which has more than twice the average number of deaths as the second deadliest quest... Tempest's Spine.)

    I thought invaders on elite would be on the top list.. hehe
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