EXP loss on death

People who think that losing EXP on dying is good (or any tangible loss like items/gold/etc.) - really think about that idea. Like honestly think about it. And consider both sides of the argument.

Why would loss of anything material mean people will get better faster? Serious question: why? I may be able to see this argument if the game just auto-rezsed in place with the boss/mobs at the same health as when you died. But it doesn’t.

Let’s say player A spends 5 minutes trying to kill a boss and dies. Player B spends 5 minutes killing the same boss, dies, but also loses 10% experience. Do you honestly think player B learned more about the fight than player A? Of course they didn’t.

If you’re learning to play guitar, would you become better faster if every time you made a mistake someone cuts the string you use by mistake? No of course not. That’s ridiculous

Avoiding loss of time / effort / enjoyment is plenty enough to incentivize players. Losing EXP (e.g. making people weaker or lose progress) does not teach a lesson better than simply failing. What it does do is add one more thing that sucks about dying and push people that much closer to just giving up.

Further, deaths are caused by far more than lack of skill. My controller battery dies, I can’t see what’s going on because there’s too much on the screen, my power goes out, my internet shits the bed, my cat jumps in my face, the dog is peeing on the floor, I partied with people who suck, etc. etc. none of that is due to skill. It’s all just dumb luck. Throwing on artificial penalties just makes the situation more shitty.

As a purely illustrative example, let’s say we allow “betting.” This is a risk vs. reward decision, not just Russian roulette. Say I put 10% of my experience on the line for the fight. If I win, I get 15%. If I lose, I lose my 10%. THAT is a worthwhile incentive.

So I ask perhaps in a different way: how does losing exp on death make the game better? If you can describe how this improves the game, I’m all ears.
Last edited by DocZero#8715 on Dec 23, 2024, 1:02:58 PM
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Toforto#2372 wrote:
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Nyon#6673 wrote:
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mrfox123#7595 wrote:
Higher levels in poe are far from as redundant as they are in Elden Ring. PoE already punishes you with it's finite attempts at maps, the exp loss is merely a fuck you on top of it.


Completetly disagree.
100% a skill issue.

I love 1 map and exp loss, hope ggg dont listen to the noskill crybabies.


Spoiler: they will listen. A giga hardcore game made only for the 0.1% "git gud" gamers is not very profitable. And this game is f2p, not a title that you buy for 60$ on steam once. If it was a game that is a one-time purchase, it would be fine. But it's not. So get ready to be very disappointed in the next few months as more patches roll out fixing the game and making it fun again.



they already proved they wont for the last 10 years. there were always people complaing about xp loss, they never changed it, and its fine. its growing for 10 years now, its profitable for 10 years now. so your point is already proven wrong.
xp loss is important and has to stay.
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they already proved they wont for the last 10 years. there were always people complaing about xp loss, they never changed it, and its fine. its growing for 10 years now, its profitable for 10 years now. so your point is already proven wrong.
xp loss is important and has to stay.


And builds people make generally stops at 90. Because those last 10 levels are just cruel to get.

Literally the only reason you defend this is because it's been in the game since release. Not because it's good, only because it exists.
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DocZero#8715 wrote:
People who think that losing EXP on dying is good (or any tangible loss like items/gold/etc.) - really think about that idea. Like honestly think about it. And consider both sides of the argument.

Why would loss of anything material mean people will get better faster? Serious question: why? I may be able to see this argument if the game just auto-rezsed in place with the boss/mobs at the same health as when you died. But it doesn’t.

Let’s say player A spends 5 minutes trying to kill a boss and dies. Player B spends 5 minutes killing the same boss, dies, but also loses 10% experience. Do you honestly think player B learned more about the fight than player A? Of course they didn’t.

If you’re learning to play guitar, would you become better faster if every time you made a mistake someone cuts the string you use by mistake? No of course not. That’s ridiculous

Avoiding loss of time / effort / enjoyment is plenty enough to incentivize players. Losing EXP (e.g. making people weaker or lose progress) does not teach a lesson better than simply failing. What it does do is add one more thing that sucks about dying and push people that much closer to just giving up.

Further, deaths are caused by far more than lack of skill. My controller battery dies, I can’t see what’s going on because there’s too much on the screen, my power goes out, my internet shits the bed, my cat jumps in my face, the dog is peeing on the floor, I partied with people who suck, etc. etc. none of that is due to skill. It’s all just dumb luck. Throwing on artificial penalties just makes the situation more shitty.

As a purely illustrative example, let’s say we allow “betting.” This is a risk vs. reward decision, not just Russian roulette. Say I put 10% of my experience on the line for the fight. If I win, I get 15%. If I lose, I lose my 10%. THAT is a worthwhile

So I ask perhaps in a different way: how does losing exp on death make the game better? If you can describe how this improves the game, I’m all ears.


If you lose nothing upon death (except maybe the 2 mins it takes you to run back to your spot on the map) then any1 can just corpse rush any content and eventually make it, which discourages good players and prevents new players from having to learn mechanics.

It also discourages the meta where every1 just runs around as glass cannons with 0 defence. Since theres a tangible loss when you die you have to make a choice if you want to go for a little less damage but die less often. If death had no penalty you would just max damage everytime and even if you died 6 times per map it would be faster then if you had invested in life/defenses.

It would be boring gameplay and it would be completely unrewarding for those of us who actually enjoy it being challenging and like the feeling of accompliahment when we progressively get better.

Is it sometimes annoying to get one shot by some invisible death effect and lose 10% exp + your map?

Yes it is. But the solution is to fix the mechanics that arent properly balanced. Not the other way around.
Currently this game feels like playing poe1 if poe1 only had flameblast exiles
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Nyon#6673 wrote:


If you lose nothing upon death (except maybe the 2 mins it takes you to run back to your spot on the map) then any1 can just corpse rush any content and eventually make it, which discourages good players and prevents new players from having to learn mechanics.

It also discourages the meta where every1 just runs around as glass cannons with 0 defence. Since theres a tangible loss when you die you have to make a choice if you want to go for a little less damage but die less often. If death had no penalty you would just max damage everytime and even if you died 6 times per map it would be faster then if you had invested in life/defenses.

It would be boring gameplay and it would be completely unrewarding for those of us who actually enjoy it being challenging and like the feeling of accompliahment when we progressively get better.

Is it sometimes annoying to get one shot by some invisible death effect and lose 10% exp + your map?

Yes it is. But the solution is to fix the mechanics that arent properly balanced. Not the other way around.


We already lose stuff on death, the portal. Now we lose the portal and *hours* of our time.

And the meta will always be glass canon, since the meta is dictated at how fast you can kill stuff, which means eventually sacrificing defences to min-max offences.

Not like you can play the end-game as anything other than glass-canon since stuff oneshots you either way.

Again, you're praise for this sadistic game design has nothing with it being good or engaging. It's only because it exists since release, and therefore you're blindly praising it as good.
Last edited by mrfox123#7595 on Dec 23, 2024, 1:07:12 PM
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mrfox123#7595 wrote:
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they already proved they wont for the last 10 years. there were always people complaing about xp loss, they never changed it, and its fine. its growing for 10 years now, its profitable for 10 years now. so your point is already proven wrong.
xp loss is important and has to stay.


And builds people make generally stops at 90. Because those last 10 levels are just cruel to get.

Literally the only reason you defend this is because it's been in the game since release. Not because it's good, only because it exists.



xp loss is good for the game. i played poe1 for years without ever getting a character to lvl 100, my first one was in breach league and some more later on.
and i can tell you something. the game isnt better if youre lvl 100 and it isnt worse if youre not. but its another thing not everybody will achieve with every character in every league. if everybody gets lvl 100 easily, whats the achievement in getting there? if everybody is special, nobody is. if only 20% of players are getting to 100, the other 80% have still a goal to achieve. thats important and its good for the game.
+1

it needs to go, simple as. There's no valid argument against removing it.
Literally nobody liked XP loss in the first game, so I'm unsure as to why they thought it was a good idea to put it in the sequel.
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xp loss is good for the game. i played poe1 for years without ever getting a character to lvl 100, my first one was in breach league and some more later on.
and i can tell you something. the game isnt better if youre lvl 100 and it isnt worse if youre not. but its another thing not everybody will achieve with every character in every league. if everybody gets lvl 100 easily, whats the achievement in getting there? if everybody is special, nobody is. if only 20% of players are getting to 100, the other 80% have still a goal to achieve. thats important and its good for the game.


Reaching level 100 already takes a bloody long time by itself.

Most wont hit 100 just for that fact.

And no, the game outside of some end-game bosses isn't as difficult as you makes it out to be. It's just time-consuming to reach the end-game and eventually get your char to lvl 90+.

Last edited by mrfox123#7595 on Dec 23, 2024, 1:11:13 PM

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