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ergoduck#7641 wrote:
I personally think the Exp curve is a bit too stretched right now, particularly above level 87. It would help it the enemy damage didn't scale so aggressively.
I stopped dying when playing with my spouse as a support - basically slowing things down. Some baseline white mobs are about as fast as Pre-Act 4 Piety with Fire-Infusion and deal just as much damage, especially with body block and narrow corridors.
I understand the decision to return to the roots and have a more aggressive Exp curve, but it's compounded by a myriad of other issues that I believe will be fixed with the feedback given. Nevertheless I do think the curve itself, as I said, is a bit overtuned.
it rly kicks in with lvl 94. but i think its because monster level is a bit lower than in poe1 and youre not able to run t17 oder 18 constantly because all the garbage is random.
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Posted byPl4t1numX#4325on Jan 4, 2025, 3:21:24 PM
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You just want to make a zoom zoom glass cannon gimp.
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Posted byWormabutter#4288on Jan 4, 2025, 3:22:07 PM
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This thread is asking to remove a foundational element of the game which simply will not happen.
What you need to spend your energy on is asking for Easy Mode as it is your only perceivable hope to achieve what you want here.
I have fought for xp loss for a very very long time here possibly longer than most of you will play this game and its not going anywhere, they already added omens which mitigate a lot of the exp lost and there's not many other systems to really shore it up without basically removing it entirely which the devs wont do unless they're caving to pressure and that will only result in the death of the game.
ask for something possible please.
May I ask how is this mechanic "foundational element"? Because it was in PoE1? (Which is supposed to be different game than this)
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Also what part of juicing effects experience?
AFAIK Magic and Elite mobs gives more Exp... so, if you juice the maps to have:
More Elite and Magic mobs
% increase size packs
Delirium
Breach
The Exp gain will be way higher than a white map.
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Posted byFhrek#4437on Jan 4, 2025, 3:23:02 PMOn Probation
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ergoduck#7641 wrote:
I personally think the Exp curve is a bit too stretched right now, particularly above level 87. It would help it the enemy damage didn't scale so aggressively.
I stopped dying when playing with my spouse as a support - basically slowing things down. Some baseline white mobs are about as fast as Pre-Act 4 Piety with Fire-Infusion and deal just as much damage, especially with body block and narrow corridors.
I understand the decision to return to the roots and have a more aggressive Exp curve, but it's compounded by a myriad of other issues that I believe will be fixed with the feedback given. Nevertheless I do think the curve itself, as I said, is a bit overtuned.
it rly kicks in with lvl 94. but i think its because monster level is a bit lower than in poe1 and youre not able to run t17 oder 18 constantly because all the garbage is random.
I also feel like the penalty formula for level difference is a bit different. I might be wrong, but when leveling a friend of mine through Untainted Paradises it seemed that the safe Experience range had changed.
We first used a map just at the top end of what would be within her limit in PoE 1 and there was a drastically lower Exp gain than when we changed later to a lower map.
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Posted byFernanda#5108on Jan 4, 2025, 3:24:14 PM
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Also what part of juicing effects experience?
AFAIK Magic and Elite mobs gives more Exp... so, if you juice the maps to have:
More Elite and Magic mobs
% increase size packs
Delirium
Breach
The Exp gain will be way higher than a white map.
These are all prefixes. they dont add difficulty to the map. its just more easy monsters to one shot.
I'll concede that is juicing, but it still supports my point, easy content = experience gains.
Theres is not a single difficulty mod that actually increases experience.
So at the end of the day the most effective way to level is to NOT engage with challenges.
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Posted byiadapt#7831on Jan 4, 2025, 3:28:14 PM
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Also what part of juicing effects experience?
AFAIK Magic and Elite mobs gives more Exp... so, if you juice the maps to have:
More Elite and Magic mobs
% increase size packs
Delirium
Breach
The Exp gain will be way higher than a white map.
These are all prefixes. they dont add difficulty to the map. its just more easy monsters to one shot.
I'll concede that is juicing, but it still supports my point, easy content = experience gains.
Theres is not a single difficulty mod that actually increases experience.
So at the end of the day the most effective way to level is to NOT engage with challenges.
wrong, the most effective way is the highest map you can run with the most density aka breach/delirium. if you cant handle it you cant do it.
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Posted byPl4t1numX#4325on Jan 4, 2025, 3:31:01 PM
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I hope point 5. stays that way. Carry service shouldnt exist in this game
They will always be because of party gameplay. But exp leeching, yes, it shouldnt exist.
Really hard to prevent from happening, because if the xp is not shared among Party members, nobody will play with Parties anymore.
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Posted byMEITTI#3999on Jan 4, 2025, 3:31:27 PM
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Why invest hours into a game to risk losing everything with one mistake? For some, penalties add excitement, but for others, they turn fun into frustration. A simple solution? Add an option to toggle penalties—offering a challenge for those seeking it and freedom for those not. Let every player enjoy the journey their way.
For now, I’ve uninstalled the game. I’ll return if GGG realizes they’re losing players for no good reason.
Author is suck.
Penalty was since PoE 1 was created. It's NORMAL.
If you so weak, it's only your problem.
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Posted byAPXOHT#0667on Jan 4, 2025, 3:34:22 PM
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wrong, the most effective way is the highest map you can run with the most density aka breach/delirium. if you cant handle it you cant do it.
IF you cant handle it, you just lower the tier and farm longer.
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Posted byiadapt#7831on Jan 4, 2025, 3:35:09 PM
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