The reason why XP penalty exists and why it's not for everyone

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MEITTI#3999 wrote:
Thats all fair but thats not a death xp penalty issue, thats a general game balance issue. Thats not something that gets fixed by making death meaningless in the game.


Can you point to one post that has suggested death should be meaningless?

I haven't seen anyone argue that. Unless you conflate everyone's individual complaints about portals and XP and waystones and map mechanics into a single complaint and assume it has to be all or nothing.

To put my cards on the table, I like that you only get 1 portal for maps. I think it's fine that you only get 1 chance at the map mechanics. Though it might be nice if you could try again against bosses, I'm actually fine with those being 1 chance as well.

And of course dying should, at baseline, cost you another waystone and the time it takes to get back into the action.

I am not there yet but the arguments regarding boss portals and the time it takes to even attempt them seem very reasonable.

So, the only 2 things I would like to see adjusted re the XP loss (which just sucks the fun out of the game - for me) and probably how those pinnacle bosses work though I cn't speak from experience I'm just not looking forward to experiencing the same thing others have reported.

I believe what would be left would still be more than enough of a loss that death is still a very bad thing in general. But certainly incentives and rewards for not dying could help balance out any shortening of the journey.
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Carinyc#0837 wrote:
its crazy to see that the game is down 300k players according to steamdb


Yep, its been on a downward trend especially in the last 4 days.
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Orion_3T#9801 wrote:

To put my cards on the table, I like that you only get 1 portal for maps. I think it's fine that you only get 1 chance at the map mechanics. Though it might be nice if you could try again against bosses, I'm actually fine with those being 1 chance as well.


And my point was that alone is not enough for punishment because the map sustain is rather easy right now. Removing Xp penalty right now would make players YOLO high tier maps immediatly, they would immediatly start playing the game badly, intentionally so because it still gives more loot and xp anyway.

If losing a map would be the only penalty, then GGG would need to nerf map sustain extremely. And losing a high tier map when maps are very hard to find feels extremely bad compared to mere xp loss.
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MEITTI#3999 wrote:
Sure but again, I argue XP loss is not the issue because it wasn't an issue in Diablo 2 and it wasn't an issue in PoE 1 either.


People keep saying this but I reject the premise outright. It was absolutely a problem in those games - for me.

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Now that we have an upcoming game, a mechanic that is present in all Souls games and most Arpgs is suddenly an issue? I heavily disagree with that.


It's not the same mechanic. Because it's nearly always trivially easy to get them back and as it's part of the core game it's something you learn to manage by not hoarding them especially if going into a new area.

But even if it were comparable for the sake of argument, those games have carefully tailored challenges which don't change. While they have made changes to the combat, and there is a similar feel through the campaign if you aren't following a build guide, POE2 endgame really isn't at all souls-like. Just adding a dodge roll does not a souls-like make.

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And avoiding death as much as possible should be a thing in all games. You should not be rewarded for playing badly,


I haven't seen anyone argue that death should be rewarded. Absolutely death should be avoided which is why there are other good reasons not to die.

One of the suggestions was to take away all XP gained on a map. So you would still need survivability but at least by doing a map you're not also risking everything you gained by completing previous maps.

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PoE gameplay is all about handling the risk vs reward yourself. If the map is too rippy and instagibs you, then you can pretty much only blame yourself if you rolled multiple damage mods and Multiple Projectiles into a map.


But most of us aren't talking about that. You can be running similar maps to the ones you successfully completed prior, and you can roll through most of that map without issue, and then suddenly get killed. Which might be your own fault, or maybe the cat stepped on the TV remote, or maybe it was RNG on Rare mods.

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I do give the concession that things like losing pinnacle boss progression on death is excessive. Thats multiple layers of punishments on top of each other which might be too much. But thats all about fine-tuning the balance which is what the Beta is for.


On this, we agree. I believe the XP loss should be considered as part of that equation, and I believe they can address this while maintaining the spirit of what the XP loss aims to achieve.

If you don't, then you're entitled to your opinion but I have more faith in GGG than that. I really think they can do much better.
Last edited by Orion_3T#9801 on Jan 9, 2025, 10:01:41 AM
Why xp penalty not issue in D2 and poe1 you said? It's not even able to bring up here as arguable point at all cost.

It's more forgiving in PoE 1. Diablo 2 is even more clear why you dead/forgiving.

Do you remember how often you get one shot in D2? (beside those rare moment of Uber, corpse explosion and plague javalin)

Most of the time in D2 you close to death, you can still able to run for a while, pump your health or full reju to reposition or hope to hop in portal in a second before death... And I talking about Hell.
Slow in, slow out cuz I'm just a player.
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Orion_3T#9801 wrote:

People keep saying this but I reject the premise outright. It was absolutely a problem in those games - for me.


Thats fine, but its not a problem for most people and the mechanic exists so that people wouldn't learn bad behaviours. If Souls games wouldn't have you retrieve your souls on death, then most players would never learn to be cautious players in those games. They would always Yolo every single corridor and step into every single trap all the time because death doesn't matter.
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Toforto#2372 wrote:
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Carinyc#0837 wrote:
its crazy to see that the game is down 300k players according to steamdb


Yep, its been on a downward trend especially in the last 4 days.



Yea pretty crazy that the holidays are over, early access isn’t brand new, and it’s the middle of the work week. Watch those numbers jump again after the next content patch. Crazy
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Toforto#2372 wrote:
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Carinyc#0837 wrote:
its crazy to see that the game is down 300k players according to steamdb


Yep, its been on a downward trend especially in the last 4 days.



Yea pretty crazy that the holidays are over, early access isn’t brand new, and it’s the middle of the work week. Watch those numbers jump again after the next content patch. Crazy


The numbers were still dropping during the holidays when people have the most time to play lmao

Every single day the game has been losing players since launch. Every day the Avg. Player Number on steamcharts has been going down. That's horrible retention.
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Toforto#2372 wrote:
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Carinyc#0837 wrote:
its crazy to see that the game is down 300k players according to steamdb


Yep, its been on a downward trend especially in the last 4 days.



Yea pretty crazy that the holidays are over, early access isn’t brand new, and it’s the middle of the work week. Watch those numbers jump again after the next content patch. Crazy


share the copium
The difficulty still exist. Not losing soul don't mean you automatically pass those obstacle, or even make it easier at all. So death still matter.
Edit -> *To make it sound more fun, do boss and trap deal less dmg when you carry 100m soul?*

Unless overly level, those lose soul can be discard and easily farm at around those stuck area to get more without spending an hour.

I start to wonder, do you actually understand all those example you bring up? It's easily to point something out of blue. I still waiting for player benefit of lose exp in poe 2 mate.

Edit -> By all mean, I willing to know it from other perspective since I lack those insight. It may help me to feel more enjoyable with poe 2.
Slow in, slow out cuz I'm just a player.
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Last edited by nnilfoest#6766 on Jan 9, 2025, 10:14:35 AM

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