EXP loss on death

One Possibility, is giving SSF characters lower XP loss when dying.

and keep Standard Characters have the same as now.

People that want the less grindy experience can choose SSF.

Everyone can have what they want.
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Last edited by Manocean#0852 on Jan 1, 2025, 2:05:56 PM
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Koanbit#1251 wrote:
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.


Yes, that's a wonderful solution. I'm sure there won't be any complaints when people lose 5 levels because they died at the end of untainted paradise.
So I just noticed that when I died, I lost hours worth of experience grinding. I was so disheartened that I gave some serious thought about quitting and never playing again. It's a horrible mechanic that does nothing but cause loss of players.
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Danius#0460 wrote:
So I just noticed that when I died, I lost hours worth of experience grinding. I was so disheartened that I gave some serious thought about quitting and never playing again. It's a horrible mechanic that does nothing but cause loss of players.


Just like some of us, vote to remove the xp penalty by quitting the game. It's a bit of hard because the game itself is awesome, but you need to voice out about the fighting the disrespect of the mechanic on player's time. I have almost 350hours already, reamining 2000 mtx points (iniitally planned to buy more), and decided to quit as I've realized, POE 2 requires your full attention everyday to be played. If you have work/school/family/friends, this game will just sprinkle additional frustration in your life.

Why i'm still here in the forums? I will comment in the feedback again and again until GGG makes a comment about it. If they decide it will stay, then i will stop campaigning for the xp penalty to be removed and never touch POE again If they decided to remove or update the mechanic so that it's much less harsher, then I would reinstall the game.

Now, i'm praying that Rod Fergusson is really playing POE 2 so he knows what made it gorgeous and apply it to Diablo 4 without the xp penalty. If that happens, POE 2 playerbase will just drop back to POE 1 levels for sure.
PVE games shouldn't have exp penalties.

It doesn't make any sense to gatekeep level cap from casual players.

Anyone saying otherwise is getting some kind of internal gratification/validation by getting to 100 since not everyone has the patience, time or masochism to do that.

You don't get a reward for getting to 100... there's no pat on the back mechanic. There's absolutely no reason to ever gatekeep progress on a PVE game.

That's why there are literally thousands of threads just like this of people that finally hit 80+ and are seeing their time not respected by the developer.
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XP loss on death needs to be removed from the game. You want to penalize deaths and incentivize skilled game play, I get it - I really do. There are much better ways to achieve this goal, though. Dying on my 90 Sorceress just angers me and makes me log off for the night sometimes because the XP loss is magnified by the fact that your level progression slows to like 2-5% of what it was from 1-87 when you reach 88+.

Asheron's Call had a pretty good penalty system for deaths: vitae. Your stats were reduced, and you had to grind XP for just a couple of minutes to remove the penalty. If you died again before removing it, then your stats were reduced even further. It was a system that worked pretty well. Permanently removing XP per death is just an anger-inducing mechanic that makes people frustrated WITHOUT a meaningful value or ROI on that component of the game.

As some others have said, I'm older now (early 40s), I don't have the same amount of time to dedicate to gaming anymore, but also your reflexes slow down as you age (shockingly early as one study has proven), and I'm not as good as I used to be at games because of that, too. It's frustrating to know your skills are very slowly declining, and to have this XP penalty that unfairly targets older gamers vs. younger gamers as well, is just beyond angering.

I like the idea from others about more Elden Ring-style bosses. Make them hard as hell, that's fine - but don't have a steep barrier to entry to RETRY them, and don't make deaths lose permanent progress on our characters. Every other Friday night the boys and me all get on Discord and play games all night while drinking, BS'ing, and having fun. Guess what? We can't really do that with PoE 2 because randomly dying while just having fun while drunk carries an objectively stupid penalty. So, we play another game on our Friday night sessions now.

Please. Remove the XP loss on death mechanic and replace it with something else that does not permanently negatively affect your character. One could argue that you already penalize deaths on maps/waypoints enough by virtue of losing all your affixes on it, when soloing at least. While you're at it, don't cut leveling speed to a fraction of what it was when you hit 87/88. It just makes you feel gimped and inadequate, kind of like if you were driving a sports car and all of a sudden you were forcefully stuck in second gear. We play this game to have FUN, not to get angry.

TL;DR, find ways to challenge people as much as you want without PERMANENT negative aspects such as loss of XP on death.
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You don't get a reward for getting to 100... there's no pat on the back mechanic.


So why are you upset that you don't get there?
+1
6 pages of people that think no one has ever asked this question in the previous 10 years of poe1 :(
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syansor#3871 wrote:
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.

I suspect that the way it works if you rely on evasion, if you fail your evade then you'll take a lot of damage. For example, let's say you have 2,000 life. If you fail your evasion check, you might take a 2,500 damage hit all at once, and you are dead.

Whereas that same MOB chips away at a witch's 2,000 point energy shield. Once her shield is gone, the mob's hit will still need to go thru her 2,000 point health. So if the mob hits for 2,500 the witch will lose her shield, lose 500 life, and still have 1,500 life left, and she pops a potion.

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