Fair enough. The amount of grind can be exactly the same no matter if the cost is paid nor or after.
Yeah. Which Blizzard wont do ![]()
Yeah. I’d be fine with having somewhat smaller penalties of 5 different types, than just one big one (and in my own survival bonus, it would be both MF, GF and XP, so 3 different costs).
And having some unique death penalties in some areas could be cool.
I still think there should be some general penalties applying everywhere. But I think it was in this thread, might have been another, where I wrote about special key dungeon death penalties. Like one dungeon might have 3 prisoners you need to rescue for some additional rewards. Each time you die, you ‘wasted time’, and one of the prisoners were executed, reducing your rewards.
Well, depending on your build, hopefully you would not be benefitting most of the time. Survival-focused builds would benefit most of the time (the kind of build you might use on HC), but then the cost you paid is the cost of using a survival build; losing offensive power (and thus indirectly less MF).
Glass cannons should benefit some of the time, but if you went for a full-blown glass cannon build, you kinda should die from time to time, even if you are really skilled. Otherwise the game would seem too easy, unable to punish people for neglecting defensive stats and skills. Not to mention, most people would not be extremely skilled either, so they wouldnt have the buff most of the time in any case.
That said, as mentioned in previously in the thread, the buff should probably scale in a way where you build the buff fast early on, and then it slows down. That is how Sacred 2 did it (and my preferred death penalty is more or less to copy that - except it was based on time in combat, rather than XP, which lead to people AFK farming it… hence the primary thing that should be changed)
Like; it takes 1 hour to get 25% of the buff, 4 hours to get the next 25%, 8 hours to get the next 25%, and 12 hours to get the last 25%. Or whatever. (still XP based, so those times would be approximates of course)
That way, sure, you would of course design the game around assuming people had 25-50% of the buff at all times, while the last 50% would be the real bonus for staying alive for long periods of time.
However, then it supposedly also wouldn’t really feel bad to be at 0% MF, even if the game was balanced around being at 25-50%, since you would not be 0% MF for very long after all. Unless you keep dying all the time. But honestly, if you keep dying all the time, then my proposed death penalty is a lot more forgiving (on purpose) than taking away earned XP and gold, since that would prevent you from ever lvling. Whereas my penalty just makes you lvl a bit slower (and find less gear and gold of course, but if you are not max lvl, being incapable of lvling seems harsher than any MF penalty could ever be).


