Xp penalty for dying

Even if we agree with "for not playing your game properly, you should be punished in most psychologically uncomfortable way imaginable" point, penalty design should also pave way to the second stage: recoup of the situation, figuring out why you have died and what to change in your character to fix that.

What we have now:

1) figuring out why you have died: who the fuck knows, you ran dozens or hundreds of same juice level maps before without being threatened. You didn't saw which mob did most damage to you, didn't saw any logs to help with that.

So in 99% cases this is where you stop thinking about the episode, just respawn and run again. Probably steamrolling that group of mobs in 2 seconds this time.

2) what to change in your character to fix that: assuming you are among 1% who passed stage 1 and have an educated guess about what killed you.

If your build is already established and close to minmaxed, there is usually no space to fit in more defenses without disassembling half the character and crafting new gear. You are not a fool and already fit in all defenses you could afford while having the build you wanted to play, right?

If your build is still not fully established, again you just dismiss episode as "just you wait", but still got hammered with the penalty.

Guys, I am sorry, but those "your fault" "skill issue" posts don't have rational foundation. Current penalty implementation in current game state only decreases player retention and annoys people. Unless/until they join ranks of aurabot party abusers or agree to be pigeonholed into few known ways of squeezing excessive amount of both defenses and dps into one character, abandoning whatever personal build ideas they had.

If this is what GGG wants, their strategy is beyond me.
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ArtCrusade wrote:
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Galtrovan wrote:
Being one-shot by 10,000 instantly appearing fireball explosions launched from unseen, off-screen mobs is not dying in one hit, it's being instantly killed, one-shot, by 10,000 hits from off-screen. This is not a build issue. It's a BS game mechanic issue.


How do you know it's 10,000 fireballs if you can't see them

How do you even know they are even fireballs

Clip or it didn't happen, buddy.


Are you serious? When unseen, off-screen enemies throw fast-moving fireballs at you, the fireballs are not invisible. From the edge of the screen the fast moving fireball barrage simply appear out of nowhere and explode at your feet, killing you when there are 10,000 of them, which is an exaggeration meant to convey, too many to count.

How do I know they were fireballs, they were fireballs, which was easily confirmed when I went back into the map to find out WTF killed me. It was a highly dense pack of 30+ fireball throwers with increased cast speed, two extra projectiles, and the ability to attack from off-screen. To be clear, the only thing BS about this, is their ability to attack while being off-screen/unseen. I take full responsibility for the map mods and resulting pack size. But being attacked from off-screen is complete BS. Is there any wonder why there is a post/thread with people complaining about the removal of widescreen viewing? This is why. It's BS not being able to see what can attack you.
I bet he's not talking about fireball skellie mages, but the "witches" from the beach that throw firebombs. (can't reacall their name right now)

If u don't know that their bombs shotgun with additional projectiles, u're in for a ugly ride.
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sownice wrote:
I think that the loss of XP has a psychological background to strategically make consumers "addicted", which works particularly well with children in my opinion. They want to recover their loss and that is only possible if they play. ggg is using more and more of these "hypnosis" methods, now increasingly on a visual level.
So nothing will change, I mean look at the maps, it's just a New Year's Eve party.


Idk about children, but after being suddenly killed by rng knows what, only dream I have is about returning to real life. With an axe in hand. Preferably somewhere close to GGG office :)
Penalty made me play less, not more, especially on secondary characters. And div/ex swap followed by other wipes like gems put a final nail in the coffin.
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Echothesis wrote:
Penalty made me play less, not more, especially on secondary characters. And div/ex swap followed by other wipes like gems put a final nail in the coffin.


all unfortunate changes, for a standard player hoho
Flames and madness. I'm so glad I didn't miss the fun.
Last edited by Pashid#4643 on May 2, 2024, 1:30:09 PM
Using omen of Amelioration helps a lot, doesn`t feel that bad at least on Necropolis. That all i can add.
It adds jeopardy. Games without jeapardy aren't engaging.
Example; Campaign bosses, you run into the zone, if you die just re-zone, keep re-zoning until the boss is dead. Meaningless.
Map bosses, 6x portals, you got 6 chances to prove yourself and your character.

Managing risk, i'm 90% of a level... not likely to open a portal to the feared, might just do some safe content.
Oh I just leveled? time to hit all the risk content, give it a go.

It's an engaging mechanic, but it's also a benchmark, if you're lv90+ and dying, you have gaps in your build to fix. Gives you an eternal goal to strive towards, not dying.
Or just do safe content until lv100 and never have to worry about an exp penalty.
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Jixa87 wrote:
It adds jeopardy. Games without jeapardy aren't engaging.
Example; Campaign bosses, you run into the zone, if you die just re-zone, keep re-zoning until the boss is dead. Meaningless.
Map bosses, 6x portals, you got 6 chances to prove yourself and your character.

Managing risk, i'm 90% of a level... not likely to open a portal to the feared, might just do some safe content.
Oh I just leveled? time to hit all the risk content, give it a go.

It's an engaging mechanic, but it's also a benchmark, if you're lv90+ and dying, you have gaps in your build to fix. Gives you an eternal goal to strive towards, not dying.
Or just do safe content until lv100 and never have to worry about an exp penalty.


To feel jeopardy you have to develop a memory of what damage to expect from any threat you see on screen. With current PoE, learning mobs is useless, they are twisted by so many rng layers, can do non-telegraphed critical hits, penetrate your defenses, etc. Same looking mob may barely scratch you, and may oneshot you if all stars align. You won't see it coming, won't have time to react, and won't avoid the penalty afterwards.

GGG's favorite D2 never had such crazy damage spikes for the same monster attacks, your incoming dps level was consistent within some range, and all dangerous spikes had unique visual effects. PoE is casino compared to D2.

It is not jeopardy, just cold realization you will die eventually, and there is nothing you can do to prevent it during actual combat.
Last edited by Echothesis#7320 on May 2, 2024, 4:07:36 PM
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sownice wrote:
I think that the loss of XP has a psychological background to strategically make consumers "addicted", which works particularly well with children in my opinion. They want to recover their loss and that is only possible if they play. ggg is using more and more of these "hypnosis" methods, now increasingly on a visual level.
So nothing will change, I mean look at the maps, it's just a New Year's Eve party.


this is so true, best example is rampage fireworks. it's just fun to hear and look at but ultimately the penalty is one of the reasons I just stop playing.
at a certain point that ' psychological effect ' becomes inverted and it's working against their logic

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