Why dedicate my time if I can lose all my XP with a death penalty?

this penalty was in the game for so long i dont remember feeling bad about it because this is just how it was.

what would you suggest to replace this penalty with if it is removed?

or if no other penalty should be in place what would you suggest? maybe a MTX-item to buyback/prevent the lost exp, like an exp-saver-tear or something for 1$ a piece?
"
dwqrf#0717 wrote:
Also, the death penalty exist for obvious reasons, reasons we tell you about daily that you refuse to comprehend. They don't exist "just because". The design idea isn't old as even a game one month old use it.

If people leave the game after clearing the campaign, it's because they had closure and know they don't want go spend their time in the endless Engame and move on. They are Smart casuals. They respect their own limits and their time.

Stupid casuals think they can finish the Endgame in one click, in no time, and without risks. And then they complain they can't and ask the game to ne made easier.


- you're still making not a single argument for keeping the xp loss in. Not. a. single. argument.

- you seem heavily refering to the player base of PoE1 when stating 'we'. Remember: this is PoE2 in early access, This is NOT PoE1. And i don't give much about the things you accept and tolerate when playing PoE1.

- PoE2 has a LOT of punishments integrated, ranging from currency loss, items loss, map loss, map sustaining loss. Those mechanics have NOT been active with the implementation of xp loss back in the days.

- i've scanned this topic for anyone saying he wants an easy mode as you stated. Noone said this. Noone wants this. You're just another toxic veteran sabotaging the discussion.

- try using arguments in a discussion forum. Just once. Just try it. Not lying about people's intends, not refering to content somewhere in the past, not by using 'we' and 'us'. Just try using an argument. It's not that difficult.
Last edited by AngryGekko#0233 on Jan 3, 2025, 2:57:31 PM
"
this penalty was in the game for so long i dont remember feeling bad about it because this is just how it was.

what would you suggest to replace this penalty with if it is removed?

or if no other penalty should be in place what would you suggest? maybe a MTX-item to buyback/prevent the lost exp, like an exp-saver-tear or something for 1$ a piece?


There is already an item in game I believe, the Omen of Amelioration that prevents 75% xp loss on death ( not idea if it works as intended haven't found it ).
Last edited by mrxkon#5764 on Jan 3, 2025, 2:58:52 PM
"
this penalty was in the game for so long i dont remember feeling bad about it because this is just how it was.

what would you suggest to replace this penalty with if it is removed?

or if no other penalty should be in place what would you suggest? maybe a MTX-item to buyback/prevent the lost exp, like an exp-saver-tear or something for 1$ a piece?


The penalty we already have for dying - losing your map. That is a far more motivating reason to fix my build than EXP loss ever was, especially when some deaths are just bull that you will never be able to do anything about unless you do a meta-tank build which effectively stifles the point of build diversity.

Also, the closer you get to Lv.100, the less insulting death would feel. You lose your map. That sucks, but it's not that big of a deal. At Lv.99, losing 10-15% EXP is literally a day's worth of work, if not more. Makes me want to quit, instead.
Last edited by Polantaris#1920 on Jan 3, 2025, 3:00:55 PM
"
what would you suggest to replace this penalty with if it is removed?


There are many ways to implement something smart. For example: The XP from a map is stored until you finish it. Completing the map rewards you with the map XP.

Don't nail me onto that: it's just an example of how to solve this differently and more individually.
"
"
dwqrf#0717 wrote:
Also, the death penalty exist for obvious reasons, reasons we tell you about daily that you refuse to comprehend. They don't exist "just because". The design idea isn't old as even a game one month old use it.

If people leave the game after clearing the campaign, it's because they had closure and know they don't want go spend their time in the endless Engame and move on. They are Smart casuals. They respect their own limits and their time.

Stupid casuals think they can finish the Endgame in one click, in no time, and without risks. And then they complain they can't and ask the game to ne made easier.


- you're still making not a single argument for keeping the xp loss in. Not. a. single. argument.

- you seem heavily refering to the player base of PoE1 when stating 'we'. Remember: this is PoE2 in early access, This is NOT PoE1. And i don't give much about the things you accept and tolerate when playing PoE1.

- PoE2 has a LOT of punishments integrated, ranging from currency loss, items loss, map loss, map sustaining loss. Those mechanics have NOT been active with the implementation of xp loss back in the days.

- i've scanned this topic for anyone saying he wants an easy mode as you stated. Noone said this. Noone wants this. You're just another toxic veteran sabotaging the discussion.

- try using arguments in a discussion forum. Just once. Just try it. Not lying about people's intends, not refering to content somewhere in the past, not by using 'we' and 'us'. Just try using an argument. It's not that difficult.


You are the kind of person buying a ticket to a concert, then getting drunk at its bar, vomiting everywhere, and passing out. Then, after coming back to your senses, you ask the manager to refund be your ticket because you didn't see the concert ; and as that doesn't work, you go complain to the police that there was alcohol in the beer and that people drugged you.

Is it :

The manager's fault ?
The band's fault ?
The beer's fault ?
The police's fault ?

Or your own fault ?

Try solving this mystery.
"
this penalty was in the game for so long i dont remember feeling bad about it because this is just how it was.

what would you suggest to replace this penalty with if it is removed?

or if no other penalty should be in place what would you suggest? maybe a MTX-item to buyback/prevent the lost exp, like an exp-saver-tear or something for 1$ a piece?


The core issues of the debacle are a false sense of achievement of overcoming this punishment on one side and the feeling of loss from the other side.
An easy solution is a toggle/opt in feature (either something like selecting SSF in char creation ergo a league option or a toggle in the map content itself like atlas tree or npc) to penalties (any penalty, can have more) and for each penalty you acquire additional rewards. For racing to 100 purposes, this should be an optional opt in to begin with as only an absolute minority care for challenge content and forcing a larger casual playerbase to compete with made up rules is generally bad, it should as such be optimal to use these penalties for progression purposes.

Dying through maps to earn levels is also something that should be discouraged, as such any xp you may lose should be the maps xp. Reward all map XP on completion of the map.

You also want to reward consistent performance, good builds and players who do not die in the content they partake in. As such, personally I like the idea of completion streak bonuses. Each map you clear at tier X (implementation would be up to GGG with all the details) increases the rewards you gain such as xp and magic find so it slowly ramps up to a point of noteworthy xp and drop rates so an individual clear without these does not really progress your level until it goes up to significant amounts like 10%+.

As for map portal attempts, if you die you should be able to reenter a map with no enemies for the sake of looting what you already killed, and if multiple attempts per map exist you can also tune down the rewards from the map. Up to GGG, generally it feels like shit having to redo a 0 mechanic map because you died. Huge waste of time, awful feeling makes you want to quit.

Portal quantity is another thing the player should be able to adjust, maybe per waystones.

Essentially you want to have penalty options in the game which bring rewards to the player, it makes you feel good for completing difficult or high risk content.
You do not want it as a default with barely any rewards and bring a feeling of demoralization and loss to the player. Take the negative aspects and turn it into a positive feeling instead.

You can see the parallels in things such as movie sales/perception. A sense of closure is the most important point for retention (return for new leagues) and as goal oriented beings humans simply work towards tangible goals. Someone just wants to reach max level, it makes logical sense in a rpg, and then make a new character or stop playing. Casual players as by time will barely do more than 100 per league to begin with.

Really difficult content should always be level 100+ for the hardcore audience (exclusive map tier, challenge content and pinnacle content) to really test their mettle.
"
dwqrf#0717 wrote:
You are the kind of person buying a ticket to a concert, then getting drunk at its bar, vomiting everywhere, and passing out. Then, after coming back to your senses, you ask the manager to refund be your ticket because you didn't see the concert ; and as that doesn't work, you go complain to the police that there was alcohol in the beer and that people drugged you.

Is it :

The manager's fault ?
The band's fault ?
The beer's fault ?
The police's fault ?

Or your own fault ?

Try solving this mystery.


Not. a. single. argument.
Just another toxic veteran to sabotage useful discussions.
"
this penalty was in the game for so long i dont remember feeling bad about it because this is just how it was.

what would you suggest to replace this penalty with if it is removed?

or if no other penalty should be in place what would you suggest? maybe a MTX-item to buyback/prevent the lost exp, like an exp-saver-tear or something for 1$ a piece?


There is no need to replace the penalty.

In PoE1 the 6 portals per map was fine. At most, make it so bosses reset on death. No other change needed.

If you die in a ritual or any other league mechanic you already lose out on all the potential rewards. If you die 6 times you lose the entire map/boss.

There is a leeway to finish things if you can clear it even if there are some one-shot mechanics hidden in the masses. And if the map is too difficult, you'd simply not be able to clear the mobs to the map boss.
Last edited by mrfox123#7595 on Jan 3, 2025, 3:14:19 PM
"
"
what would you suggest to replace this penalty with if it is removed?


There are many ways to implement something smart. For example: The XP from a map is stored until you finish it. Completing the map rewards you with the map XP.

Don't nail me onto that: it's just an example of how to solve this differently and more individually.


Your idea, which has been mentioned multiple times, is regressive. It punishes those at lower levels more than it does those at higher levels. You can gain multiple levels in a single map, imagine the bitching it would cause if a death made you lose 3 levels.

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