Dying and loosing Exp
" idk where you get this mindset. it is hard not to die in this game, so it is a "hard feature". idk why you think it is tedious and a chore not to die, it is just hard. and as stated already, this game is hard and never will be easy! these days most people don't get the point of a hard game. they want to be finished with it in a few hours by just flying through the content without needing to think much or to do much or to grind much ..., just to complain there is not enough content at the end. i love GGG is goint a different way than everybody else in the genre with this title! |
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100% agree. XP Loss on death is a mechanic that needs to die already.
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This is the one thing I wish they had realized is really bad and would remove.
We lose the map. Death is even more punishing than ever before. Why do we need to lose EXP still? This is a very dated mechanic that has never felt good and will never feel good. Take my loot away. Reset the map, all fine. But why do I have to lose EXP too? If my character is already having trouble, making it harder to level up just makes the game feel worse. Honestly it should be gone from PoE1 too, but I suspect that ship sailed a long time ago. I was hoping it would be gone in PoE2, though. It doesn't serve any tangible benefit. It's not fun. If you want death to be common, easy to make mistakes and lose, fine. But to lose EXP at the same time is adding insult to injury. It doesn't need to be there. " Except staying alive *isn't* hard if your objective is leveling regardless of the time taken. Do the minimum tier you can to still get EXP, with absolutely no mods on the waystones, and you will not really have that much difficulty leveling because the endgame will be watered down into irrelevance. That's what makes it tedious and straight up unfun. By losing EXP on death, GGG is effectively saying that they don't value my time and want to waste more of it to "catch up" to where I was before I died. Or I can "press my luck," and continue juicing my maps. But if the intended way to play is with some form of juiced maps (which it absolutely was in PoE1, or Atlas passives wouldn't have been linked to it), why are they disincentivizing me from playing that way? Losing EXP on death does not add value to a game that is already about eternal grind. Even at Lv.100, the grind doesn't stop. So why does it matter if I'm doing it at Lv.95 or Lv.100? Last edited by Polantaris#1920 on Dec 15, 2024, 3:23:55 PM
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At bare minimum XP loss per level should be capped.
Once you lose (50%? 100%?) of the xp on a given level, you stop losing xp on death until you level up. I think they want to make achieving high levels skill based rather than just a straight grind, which in and of itself isn't an awful goal. But I do think they need to compromise in order to attract and retain the number of players they need to make the game a long term success. If they aren't willing to compromise in any way they're likely to end up with an incredibly skillful and dedicated 700 people playing the game in 3 years, which I don't think is their goal. |
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" Mind as well just increase the EXP cap. The EXP cap is already insanely high to reach 100, because you suffer diminishing gains the further your character level is from the enemies you are killing. Once you get past Lv. 85, it's only downhill. This is in addition to the exponential increases of EXP requirements to level in the first place. It makes the last few levels take a significant number of hours even if you don't ever die on fully juiced maps. Honestly it feels like multiple mindsets from developers meshing together into an abomination and it has been like this since PoE1. I had hoped that after 10 years of this blatantly player-antagonistic design, it would finally be changed. But I guess I was the fool when you consider quite a few other player-antagonistic designs going on in PoE2 just the same as PoE1. |
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" Watch your feet...funny...because of a stupid patch i am forced to play a build that fills my screen with fireballs because i have not the gold to undo my whole freeze build...i can´t see my damn feet. |
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Xp loss needs to go away. It's boring and outdated mechanic. People playing game like 2-3 hours daily max. Atleast more than half of it players. Remove xp loss on death please.
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PoE2 has a major identity crisis. It wants to be a modern ARPG, but it is trying to do too many things at once while not learning from what gave POE1 huge QOL.
They need to redefine the vision. You can't have 1 portal, all this ground crap from PoE1, insta kill mechanics (still), "meaningful combat", and exp loss. The game starts off great, but the further you go, the more of a slog it becomes. Exp loss is incredibly infuriating, especially since I'm always playing with a newborn in my arms. |
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Would be nice to get rid of xp loss on death. My deaths also have only occurred after I’ve killed an enemy and it usually drives me crazy. I have max resistance, but seem to get one shot from nowhere after I kill a rare or something. Now it feels like I’m walking around on pins and needles in maps cause I don’t want to die to some random BS which I can bearly make out after killing something. To me that’s not really enjoyable. Im not asking for it to be easy but its almost unfair, theirs simply no reaction time in certain situations. Even more frustration also kicks in due to loosing xp. That’s been my experience so far in maps.
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make an option the instead of losing exp. you pay gold for that exp lost.. so gold should be use . level 89 and i have tons of gold but never use it except in refunding skills..
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