[POLL] Should dying get a bigger penalty in SR?

You have a skewed view of the average player if you think farming SR for loot is somehow not a challenge. Too many people here seem to forget how much effort it takes to create a powerful endgame build (without GDStash), which is what it takes to survive at the Shards that rain loot down on you, not to mention the skill level required…

If you have a character that can best the hardest content, there is no point in giving out a trickle of items for that effort or you’ll literally never find an upgrade.

You also underestimate the psychological penalty of dying to an encounter. Sure, some people don’t care if they zerg a boss fight and eventually win, but the average person becomes flustered and upset, some even going as far as to post on the various GD forums to let us know how unfair and “badly designed” a fight is.

The Shattered Realm is a different beast to the Crucible and offers different challenges. That players can ultimately overcome its challenges despite repeated failures and still get rewarded for the effort is not a flaw, it is a feature. Shattered Realm is about pushing farther and farther and seeing the limits of your abilities, as evidenced by the incredible coordination we’ve seen of groups besting Shard 160 recently using Death’s Waystones.

That said, the static 30s penalty to the timer that’s currently in effect inside the Shattered Realm is not proving adequate given higher shards do give you more time to clear them, so we will have that penalty scale up to 90s with increasing Shard #.

That is indeed a problem, and one we’ll be addressing by shifting the ratio of Epic to Legendary drops on Normal difficulty Shattered Realm in favor of Epics.

I can tell you what increases sales, quality new content with fun gameplay that people enjoy. As it turns out, people enjoy the Shattered Realm. There isn’t some algorithm where decreasing difficulty over time boosts sales. That’s just nonsense.

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