Let’s have a respectful discussion about the experience penalty upon death.

"


So it's racist to be fine with an exp penalty on death?

"
"Mr. Bilbo Baggins... enough... is enough..."


/e slips on the ring



Didn’t you call me a chatbot earlier? I clearly said I just needed a translation, but right after that, you compared me to a chatbot.

That’s a form of racial discrimination. It has nothing to do with the argument about experience point penalties.

Don’t try to attach your actions to that issue to deflect criticism.

Doing that doesn’t justify your discriminatory behavior.

If you’ve put on the ring, go to Mordor.

Other people will continue having proper conversations.
I only get frustrated with the exp penalty when death is not my fault.

lag death for me at least is rare, and when im digging deep and wide for
another few exp % losing 10% for no reason that's my own fault messes my mindset
up more than when it is my own fault. if its out of my control its unfair.
(life does not care, but this is a game... this is the world we envision.
this is a fantasy. In my fantasy lag doesn't kill.)

I appreciate ggg's efforts to reduce deaths due to lag and several
other reasons. (I consider distraction to be fair cause for death,
just not lag. A player can be distracted, its on them not to be.)
"


I appreciate ggg's efforts to reduce deaths due to lag and several
other reasons. (I consider distraction to be fair cause for death,
just not lag. A player can be distracted, its on them not to be.)



You're absolutely right—I agree with you.

There are various situations that lead to death in the game. Some are acceptable and something players must take responsibility for, while others only serve to create stress.

Our intention is simply to improve the parts that cause unnecessary frustration—not to remake the entire game.

I don’t understand why some people keep misunderstanding our discussion as an attempt to overhaul everything.

As you said, we all know GGG is genuinely trying, and there's no intention to criticize them. On the contrary, we’re very thankful they've made such a fun and engaging game.

If people didn’t barge in just to flaunt what they know, we could have meaningful conversations—like the one you and I are having now. That’s what makes it so unfortunate.
"
i think that the majority force behind people being so vitriol around this topic is that if removed, they (enthusiastic defenders) are loosing something that makes them 'better' than the rest. and that always hurts

what is lost in the discussion is that most of the 'elites' play no-brainer copy-pasta builds that play themselves and the majority of people who would rather see this system go walk their own build paths

the stratification of builds in POE is a fact and for people who never play anything but T0 builds it is difficult to understand the game seen from somewhat less meta perspective


deletion of xp penalty would not make people 'zerg content' - you get 6 portals. if quintuple ghosted essence killed you twice you wont 'zerg' it - it will kill you four more times. game is kinda binary in what you can or cannot surmount

all it would do is raise the 'stopping point' for cassuals from like 85 to maybe 88. you wont get to 100 dying 6 times every pack


on the other hand - existence of XP rotas that will bring ANY garbage build to 100 over a day or two makes this entire '100 is for elites' point kinda bs


great thing - bosses no longer have xp penalty. and that is a f.. great feeling if you want to practice. you are already paying with fragments, having to wait till full level to try a new boss was kinda 'late 90's' to be honest


To be fair even with exp penalties I absolutely zerg through maps burning portals and sometimes failing a maps because in my mind it costs me literally nothing. When I'm doing rippy content I expect to die and know that my exp bar won't move above 0% until I prioritize exp over progression. Reaching 100 means nothing to me because like you said I could join some Rotas and be done in a single play session, or just do efficient exp strats and get there in like two play sessions if that was my goal. Even when bosses cost exp it was the same thing, I can focus on leveling and exp, or I can risk that to try bosses.

I think that's the biggest part of don't really get about this request. In this game the player already has so much agency to opt in to the exact level of difficulty they want. It feels like people just want to do things they're build isn't ready to do without any repercussions forcing them to improve.
"
I only get frustrated with the exp penalty when death is not my fault.

lag death for me at least is rare, and when im digging deep and wide for
another few exp % losing 10% for no reason that's my own fault messes my mindset
up more than when it is my own fault. if its out of my control its unfair.
(life does not care, but this is a game... this is the world we envision.
this is a fantasy. In my fantasy lag doesn't kill.)

I appreciate ggg's efforts to reduce deaths due to lag and several
other reasons. (I consider distraction to be fair cause for death,
just not lag. A player can be distracted, its on them not to be.)


This is an argument that makes way more sense to me for sure. I do think deaths and exp loss are incentives to make the player improve. But I also know that PoE1 is extremely bad about providing the player with useful information on what to approve. Even understanding the relative difficulty of one map tier to another is inscrutable, so how am I supposed to know when I'm ready for harder maps? So they combined to ask the various one shots this game throws at us. If they didn't have to stack everything to one shot players, and they gave us actual feedback of why we died, or like a monger compendium in game so we could see what damage numbers to expect, losing exp on death might not feel so bad because you'd at least have learned something. Don't and losing exp and learning nothing from it i think makes it feel worse to most.
Kaosu:

I also want reports of what killed me, they could be generalized. like
"you were killed by 2700 fire damage" or "you were killed by physical reflect,
dealing 7600 damage" or whatever element delivered by whatever means.

I think there could be a method applied to either monsters or players that
would record the death of the player in terms of what killed them.

player.waskilled(1) -> screen.out(player.damagerecieved(KillingStrike(whatever))

"


losing exp on death might not feel so bad because you'd at least have learned something. Don't and losing exp and learning nothing from it i think makes it feel worse to most.


I deeply agree with your opinion.

After dealing with people who were more focused on attacking others, reading your post genuinely moved me—almost to tears.

This is exactly the kind of issue we hope to see improved.

Even if a game is difficult and complex, it can still be fun. If difficult games weren’t enjoyable, the Dark Souls series would have failed. If complexity ruined fun, all puzzle games would be forgotten.

Path of Exile has a wide variety of content. It’s complex and challenging—but that’s what makes it exciting.

The problem, as you pointed out, is that accessing information is inconvenient. And inconvenience isn't fun.

I hope those who are quick to argue will take a moment to understand that this is a conversation about improving those inconveniences—not just fighting.

Thank you again for sharing such a valuable perspective.
"
Kaosu:

I also want reports of what killed me, they could be generalized. like
"you were killed by 2700 fire damage" or "you were killed by physical reflect,
dealing 7600 damage" or whatever element delivered by whatever means.

I think there could be a method applied to either monsters or players that
would record the death of the player in terms of what killed them.

player.waskilled(1) -> screen.out(player.damagerecieved(KillingStrike(whatever))



That's an adorable over simplification. The truth is the last hit of damage often isn't very useful, so there's a bunch of infrastructure and technical hurdles that have come up ad nauseum in interviews and threads about the topic - so I won't rehash them here. But even with the difficulty, I think it's something that adds so much value they should do it. If only they didn't split their focus between two games and make them both suffer for it, maybe they could invest energy in things like this that we've been asking for for over a decade.
"


I also want reports of what killed me,



I completely agree.

This kind of information helps me understand the weaknesses in my build and improve it.

Not knowing why I died causes stress. I believe that proper information should be provided.

I believe the request for a death log has been around for quite a long time.

I'm curious why such information still isn't being provided.
"

I hope those who are quick to argue will take a moment to understand that this is a conversation about improving those inconveniences—not just fighting.

Thank you again for sharing such a valuable perspective.


Sadly I don't expect this to ever happen on the internet.

I appreciated that you made it a conversation instead of just yelling and demanding GGG remove exp loss like they do in some other threads.

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