EXP loss on death

I think no XP penalty works with the one map system. The big loss from dying is losing the remaining value from a map.
GGG: or exp loss on death or map loss.

I think PoE2 in its actual state is ridiculously punishing.
What's your problem guys ?

For me PoE2 experience ends right now, I've no time to suffer playing a videogame LOL !

Last edited by JoeGoldie#4090 on Dec 23, 2024, 4:38:33 PM
3 bars from 77... Killed by 2 rares draining mana and flasks along with the purple flower bombs that spawned too fast to get close to either of them as melee.

How very fun to now be back to 6 fucking bars of exp needed for the next level.
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Orion_3T#9801 wrote:
Philosophically, xp loss on death does not increase the challenge or make people improve.

It forces people to play less challenging (and therefore less fun) content so they can still make progress.

Xp loss on death is dumb and the reason I gave up on Diablo 2. I am not looking forward to this aspect of the game.

GGG wanted to focus on endgame, making people actually go backwards if they dare to attempt something difficult in endgame is contrary to wanting people to spend time in endgame and therefore bad design. Yes it can be tolerated, if you love enough other aspects of the game you can avoid this mechanic by not trying challenging content, but don't fool yourselve - in no way does it actually improve the game.

There are other much more pro-fun ways to make people not want to die, for example you restart the map/whatever from the start. Xp loss on death punishes people for trying to engage with the content.

Poe1 was successful despite the bad feature not because of it.


Precisely. Why would I bother with endgame if a single mistake is going to undo hours of progress? I have a limited number of hours left to live on this Earth, why would I spend them playing a game that doesn't use them respectfully?
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Orion_3T#9801 wrote:
Philosophically, xp loss on death does not increase the challenge or make people improve.

It forces people to play less challenging (and therefore less fun) content so they can still make progress.

Xp loss on death is dumb and the reason I gave up on Diablo 2. I am not looking forward to this aspect of the game.

GGG wanted to focus on endgame, making people actually go backwards if they dare to attempt something difficult in endgame is contrary to wanting people to spend time in endgame and therefore bad design. Yes it can be tolerated, if you love enough other aspects of the game you can avoid this mechanic by not trying challenging content, but don't fool yourselve - in no way does it actually improve the game.

There are other much more pro-fun ways to make people not want to die, for example you restart the map/whatever from the start. Xp loss on death punishes people for trying to engage with the content.

Poe1 was successful despite the bad feature not because of it.


Precisely. Why would I bother with endgame if a single mistake is going to undo hours of progress? I have a limited number of hours left to live on this Earth, why would I spend them playing a game that doesn't use them respectfully?


So stop playing then.

Then those of us who enjoy the game can continue to play without your whining nonsense.
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Babuun#3933 wrote:
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.

Cheers


If the game force you to party up w/ other player for a "real-ultra-endgame-content", than having XP loss would help in creating quality parties, helping contrast many "intrusions" and leeches.

But since there's HC mode for that, a more "mature" community of very carefully crafted characters.... So I'm totally agree w/ you, I think "no XP loss" is something that "Purist" players can give to "SC" players without loosing almost anything of the experience... since lvl 75/80 (with ascendancy done) already require an above average effort to achieve.

But I'm nobody and I trust in GGG decisions.
Want to keep the XP loss? Then the penalty should only make us lose the XP gained on the map/content we die on.

Same as losing the map, the atlas bonuses and any loot that was dropped when we died (and if you were killed in a breach I assume it was a lot).
We don't lose extra maps, wipe bonuses from an entire map area, etc. So we shouldn't lose any more XP than what was gained in the same map (or boss/trial/etc).

The current way is just lazy.
I think it should wipe all your exp.
GGG seems to mistake "challenge" and "punishment" a fair bit in the game design. Challenge is making something hard and require skill to beat.

Punishment is simply causing harm when things go wrong. XP penalties are punishment. They're an anachronism that have no reason to exist in a game today.

Taking away hours of progress because you get one-shot by some enemy is not the good kind of challenging. It just feels punishing, especially if you're not using "the one meta build" designed to deal with that problem. And for a game supposedly big on choice and build variety, telling people they need to use the best build or they will get one shot and will get punished for it is frankly terrible design.

It disincentivizes the behavior they claim to want and turns the whole thing into the illusion of choice: you have thousands of options but if you don't pick this one, you'll get punished with making the endgame a miserable, unrewarding time.
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Nyon#6673 wrote:
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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.


Dumbest opinion I have possibly ever read.

Bashing your head against the wall until you eventually reach lvl 100 isnt fun.
Being punished on death so your forced to learn from your mistakes and get better is just good game design.

Its also very normal, atleast for good games. Thats why elden ring, souls series, poe1, poe2 all have them.

Go back and play fifa or whatever your used to


Tell me friend, how does one learn from mistakes when some random ground melts your entire 2k HP in 1 second? How is it the players fault when some random hit kills your character instantly? How am I supposed to LEARN how to avoid something that is unavoidable? How am I going to get better with a class that is melee and has to be near enemies all the time?
In elden ring, you can always go level up somewhere else and go back to the boss later stronger. HOW AM I SUPPOSED TO GET STRONGER IN POE 2 IF THE MAPS IM ATTEMPTING ARE KILLING ME INSTANTLY? IT DOESNT EVEN MAKES SENSE TO COMPARE POE2 TO THE SOULS SERIES

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