Expirience loss is ridiculous on high levels

"
jakob601#6439 wrote:
You know, things that actually require game knowledge, gameplay mechanics and all the things that make a game "challenging" instead of "annoying"


The irony
"

Fourth frustration: feeling forced into meta
exp punishment on death isn't equal to everyone. Yeah you lose same amount on death, but amount of deaths is tied to both your skill and your build. It's "losers lose more" type of situation. If we take two players of equal skill, one is playing meta and one os playing garage build, the second one will die way more than the first one due to the nature of the game(getting oneshotted and only then understanding what killed you)
This makes feel of meta in me personally get on me, i want to keep playing my garage glacial hammer of aurashattering, but i feel punished for it.



Regarding the fact that the majority of meta builds are glasscanon or mediocre tanky at it's best your claim is simply wrong. Also, reaching 100 shouldn't be something every single player should reach just because "I played so many hours and finished x maps I should be 100 already ..."

How about stop dieing? Go more tanky, reroll maps? We even have now merceneries ... providing you insane tankiness if needed.

I have no clue how anyone could complain now especially this league. I have a full time job and I managed it as well. It's not that difficult if you go more tanky.

Furthermore, if it's just about reaching 40/40 challenges just focus on something else than reaching 100 for the last challenge.
If you can beat a t16 Poorjoys death-less you can hit 100! Just buy them in bulk get some good tunes going and start grinding it's actually not all that bad.

If you can't run it deathless find the kink in your defenses and straighten it out, then try again. The games entire mission is to attempt to kill you, if it could never do that, or if there was no punishment for it; then your not gaming your just going through the motions.
I like how everyone's defense of exp loss is "the game is supposed to feel bad". No, it's not? Games are supposed to be fun,rewarding and satisfying to progress through. Especially ARPGs they're all about that power fantasy, exp loss makes you feel like you took 1 step forward then started rolling down a mountain when you die 5 times in a row and all the exp you earned is stolen away from you by the game. It is unacceptable and I fully agree with the OP +1000

Games aren't supposed to be constant CBT lmfao


And no, there does not need to be any punishment for death. That's for hardcore mode if you so choose to play it. Stop forcing your hardcore playstyle on everyone else. Dying already feels bad by itself, resurrecting at a checkpoint and having to walk back to where you were. Death itself in a game is enough, no further penalties are ever necessary. GGG should really do an experiment league where they disable exp loss, and see just how much more popular it is and how much more fun people will have. That or add a toggle in the settings for exp loss already, its such a simple solution that harms nobody and makes everyone happy. It is the best solution.


And this is a feedback section, not the build help section. Would be nice if people stopped using the excuse of "git gud" or "just play a tanky build". Those are not solutions nor do they add anything to the conversation. We're simply giving our feedback about exp loss and how bad of a mechanic it is. Nobody asked for build advice. We're asking for this clearly outdated,bad mechanic to be deleted and forgotten in the ancient past where it belongs.
Just gonna throw this in there: the me copyright method to easy level 100, safe, and profitable to boot.

Buy a big pile of red, blue, other blue, and black breachstones, run on that breach treadmill with maven witnessing, clean up the breachlord 4 way with mods you can handle to profit (sale of conflict orbs, chissels, and maven invites sustains about 3x investment, before even looking at what drops in the breaches).

Safe, easy, and surprisingly fast on any build that can muster 20k max hit across all elements, appropriate sustain, and about 1m dps (and if your build misses those bars, you might want to consider some swaps).

Also works with basic synth maps.
"
Toforto#2372 wrote:
this is a feedback section, not the build help section. Would be nice if people stopped using the excuse of "git gud" or "just play a tanky build". Those are not solutions nor do they add anything to the conversation.


Thanks for keeping thread on the topic and swaying some arguments. I think people who are skilled enough tend to shift discourse on skill because often there appear some person that is frustraited by exp loss and spams some stuff in feedback without being able to actually have a proper position. You can see that becaus most of people having this position play for 5+ leagues and got used to current system with it's (imo) flaws, and people who tend to post "delet xp loss it ass" have usually played 1 league total.

While i do not like system i'm lvl 99 atm and i'm not typing feedback on it because i can't get lvl 100. I already utilize all the ideas, i used omens, changed strats and played around and i still think the system is in bad spot and actively makes game worse by the points in my OG post. Now as i layed out my position, it's not like my deal here is to win a debate against someone, i want people reading this thread, and especially devs at GGG who can change the system to get the reason why i think it's flawed and understand it to develop own solutions that will make game better for everyone.

Now with tihs out of the window, there is a thing i desagree with you on.

"
Toforto#2372 wrote:
there does not need to be any punishment for death. That's for hardcore mode if you so choose to play it. Stop forcing your hardcore playstyle on everyone else. Dying already feels bad by itself, resurrecting at a checkpoint and having to walk back to where you were. Death itself in a game is enough, no further penalties are ever necessary.


I agree with you on the fact that death is already a punishment in itself and exp loss is a cherry on top, but

"
Toforto#2372 wrote:
Games are supposed to be fun,rewarding and satisfying to progress through.


You see, punishment from game design perspective is a vector of scaling challenges. And progression lose can be a legitimate vector of scaling challenge, and therefore - feel of being rewarded and satisfied. While being punished in process and feeling tilted, it adds up to satisfaction of challenge overcomed if done correctly.

For example system where you lose portals on death in my opinion is a good punisment mechanic, it adds value to clearing map and not dying, both as resourse (bcs you can't spam one map with bodies) and as challenge (you didn't die - therefore you farmed map fully)

Now, what is in my opinion dofferent between portals and exp loss punisments?

First: Exp punisment goes beyond level you died on, basically for mistake on one map you lose progress that isn't in any way tied to th map you made mistake on, while with portals only possible lose is the map tied to those portals directly

Second: Portals are direct punishment in terms of how you think about it, each death you count exact portals to think about, while exp loss is a global death punishment. The main reason it doesn't add tension is because even without exp loss, as a player you will tend to try and not to die. When anybody who isn't giga minmaxer tries to survive, he doesn't think about the exp, he just tries not to die, and exp loss is just gts to those player as a cherry on top.




"
Just gonna throw this in there: the me copyright method to easy level 100, safe, and profitable to boot.


It's nice you want to tell about strategies, but pleas stop, it's game mechanic discussion, i'm not asking for a guide
"
jakob601#6439 wrote:
"
Losing exp to dying is intended to feel unpleasant. It adds a sense of tension to the game, and creates a feeling of accomplishment when you reach post 95 levels.

Also, the exp loss on death rewards careful planning, economic mastery and good play.

I feel like it is an integral part of the PoE experience, and in a good place.

Fortunately, it's not necessary to level past 95 to complete any part of the game's content, which was an intelligent move on GGG's part. Because of their foresight, nothing you might want to do is gated behind a maxed level character.

If you are having trouble, I recommend using omens, tanking down your build, and running safer content. Alternatively, you can save currency and pay for a ROTA, which is a pretty safe way to reach level 100.

I hope this helps.


But it isn't in a good place rn. The only thing the xp-penalty does is rob you of progress, disrespect your time and make you feel like shit. It doesn't add "Tension" it adds annoyance when 95% of deaths are oneshots from random modifiers interacting weirdly.
If you feel like having your time disrespected and feeling like is an integral part of the PoE experience then the PoE experience is basically crap.

The whole xp-loss mechanic does nothing else than create a market for levelling carries and omens. It doesn't otherwise add anything else to the game.

I say that as someone who has reached level 100 before, it is not an achievement, you don't feel any sense of accomplishment for having reached level 100. Only thing you feel is the knowledge that you could have gotten here much sooner if GGG respected your time and actually adapted their game to modern standards of design.
Frankly, i know not a single game, that still exists to this day, which has an xp-loss penalty this harsh. Because a 10% xp-loss penalty translates to essentially loosing the last 10 hours of your life and a potentialy 60% loss penalty on any given map. Which will result in the following, you closing the map immediately since you now know there is something in there that could potentially kill you and cost you literally 10+ hours.
In fact, thinking the XP-Penalty to it's logical conclusions means never trying anything even the tiniest bit risky.
Fight takes longer than 30 seconds? Better alt+f4 out
Enemy has more than 4 lines of modifiers? Better alt+f4 out
Blight encounter is being weird? Better quit
Delirium is getting more difficult than expected? Better quit
Ritual is weird? Better quit

Now what does this mechanic actually add that is positive? Tension? From what?
The fact that 99% of enemies die within 2 seconds or they don't and in return instakill you?
Making Defenses necessary? That would mean anyone who reaches level 100 instantly changes their build into full dps, since the penalty is gone. Spoiler, they don't.
It makes level 100 an achievement? Spoiler, it isn't, it is merely a huge load of tedium, by that logic playing cookie clicker is a massive achievement, since that is tedium cranked to 11
It means at level 100 you have mastered build crafting/the economy/the game? Spoiler, you haven't and it doesn't.


It rewards careful play and planning? Yes it does, it rewards it to such a huge degree that it makes people afraid to try anything new, which is a huge problem for an ARPG and really any game in general, where the whole point is TRYING OUT NEW THINGS.

You can see that with previous leagues when the xp-loss-prevention for bosses wasn't a thing. People would be like: Oh i am at 50% to the next level, better not run exarch because his balls will instakill me 90% of the time and the invitation is worth a divine. Better sell it, take the divine and wait till next level before i try the boss


From my perspective, I don't see anything you're pointing out as a net negative for the overall game.

100 is an optional challenge. It's not necessary. It's not gating any other content. If you dislike optional content, don't do it. This is why I block breach and abyss on my atlas - rather than agitating for their removal because I dislike optional content.
Last edited by Sabranic_SilverDeth#2793 on Aug 10, 2025, 3:59:47 PM
"
Toforto#2372 wrote:
I like how everyone's defense of exp loss is "the game is supposed to feel bad". No, it's not? Games are supposed to be fun,rewarding and satisfying to progress through.


Absent the potential for loss and failure, there is no value in the reward. The potential for loss and failure comes with "feeling bad."

One gives worth and meaning to the other.
Last edited by Sabranic_SilverDeth#2793 on Aug 10, 2025, 4:04:23 PM
"

Absent the potential for loss and failure, there is no value in the reward. The potential for loss and failure comes with "feeling bad."

One gives worth and meaning to the other.


While fear of loss can influence the reward, exp is rewarding not because you can lose it, it's rewarding because you kill monsters and risk dying to get number higher and gt passive point power up. and if for you it requires current exp system loss then it seems you doesn't get fun from leveling up for the first 60 levels of the game, which is strange to me

Report Forum Post

Report Account:

Report Type

Additional Info