EXP loss on death
Wanted to make suggestion for GGG to completely remove EXP loss on death from POE2.
From my working adult perspective, who maybe has 2-3h in day to play something, this feels like unnecessary punishment. I feel that this forces me to play only certain builds if i ever want to achieve level 100. I am melee chad and i have to constantly be near danger and i still die to random stuff even with capped resistances and etc. Does someone know why such a punishment still exists? Cheers Last bumped on Jan 12, 2025, 2:14:13 PM
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Full 75% resists with 92% Evasion and yet hit kills from nowhere is still a constant.
When you play at low levels is fine but when you reach 90+ is bad because you are literally garbaging hours of grinding. |
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There is literally no good game design reason for taking away a player's XP. It was bad and universally hated in PoE1, so there's no reason to put it in PoE2 either.
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" yup. Evasion simply sucks and you cant get any other defensive stat most of the time. PoE2 oneshots players too often to punish death with an exp loss. PoE1 was completely different in terms of balance there it made sense in PoE2 it doesnt. |
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Exp on death is very good and important. The problem is that ranged crossbow mobs do 10x more damage than huge mobs slamming you.
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Last edited by Kashou#2868 on Dec 22, 2024, 1:26:11 PM
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It legit ruins the vibe.
Do some maps, chill. And boom, random fucking on-death effect, or effect that should have expired after it's caster died explodes and one-shot you. Erasing hours of progress. Just no, this isn't fun, this isn't hard. It's just one sick "fuck you" to anyone who dares to engage with end-game, especially those who want to enjoy what may be sub-optimal builds. |
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Im not at the endgame yet but from what i read about it it seems like its something that doesnt make the game more enjoyable - it makes it less enjoyable and punishes players.
It also seems to be a weird system from my point of view - so players not beeing strong enough are beeing punished by beeing made even weaker so it will become even harder for them? Also - does that mean players will actually want to stop playing since the reward isnt worth the risk of loosing XP at some point? Yes endgame loops are needed but this one - at least to me - doesnt seem like a good one adding fun to the game but a bad one that will mainly frustrate players. Maybe an idea would be some sort of risk-reward system. For example you can pick between +XY Loot chance and +xy XP with punishment like xp loss - or normal with less xp and loot chance but no hard punishment? They could also add special player titles or skins for ppl that pick the hard path etc. or maybe some sort of ranking system. I also think endless "Leveling" without leveling isnt a bad thing - for example getting player titles etc. when leveling beyond the max level - but in a way that you dont actually get stronger or new skills etc. but other things like titles, avatar borders etc. maybe something to show off in your hideout etc. Last edited by _N0ctus_#6387 on Dec 23, 2024, 9:03:52 AM
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" I just reached 168 deaths with my monk on lvl 91 with most of those deaths above lvl 85. My friend who is playing a wizard with half of play time reached lvl 93. I tried everything, burned all my currency to change builds and try everything to survive from full defence to full attack, I always get one shot somehow. I just saw in my dream that I dropepd down a level and woke up shaking. I can't play the game the way I like, I can't build the way I like, I can't plan my future, I'm not having any fun. This death penalty just gives me extreme anxiety, distrups my game play and all my plans. It feels like being under constant threat of a bully who sits next to you at the back of a classroom and noone there is to help you or do anything about it unless you move to a different city. |
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" Yep, the death punishments in this game are nothing more than anxiety-inducing and time-wasting mechanics that don't belong in a modern arpg. The game is supposed to be fun, not punish you at every possible opportunity for simply existing. I don't understand this anti-fun design, it feels like the game is made to make the player not want to play it. We'll just have to wait until january to see some of the next patch notes I guess. |
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