Exp loss on death topics are getting out of hand.

I cant take a person serios that is 24 7 stating the game is going to die.This is so ridiculous...i could cry.
Last edited by Wilmots#7633 on Dec 28, 2024, 3:11:31 PM
If you want to alter your build to make sure you never die so you can grab the last couple of levels you have the option.
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MrPedez#4934 wrote:

There are multiple reason and im pretty sure there are more than i can think of. 1 being make people actually work on their build to actually progress instead of just equipping a weapon do some damage and call it a day since they will eventually progress/level up regardless of any defences as long as they deal damage.
2 It would be pointless to have any sort of race events since there will be no penalty for having a crappy glasscannon no brain build since u dont get punished and the race becomes a meaningless act of clearspeed and who can play for most hours in a row cause there is no conseqences from dying.
3 lvl 100 would just be meaningless and not any sort of proof of u having a good build which actually much to younger casual players surprice matters to many veterans of this genre
4 the game looses its purpose if there are no consequences, which i know a huge part of the younger generation are not used to anymore cause they dont teach consequences anymore.

Im sure GGG have even more reasons and i might too when i think it through but to be honest there would be absolutely no reason to get good at the game if there was no xp loss on death or consequences and this will kill the game way faster than the other way around. Besides im sure the game is better off loosing a few casual players crying about xp loss if it means it can stay true to the genre and its vision, afterall the true fans will stay poe 1 already showed this and so did D2 back in the days. And its the true hardcore fans that buy the supporterpacks not the casual gamer that plays for 50 hours


1) That's rather weak to really argue about since some extra talent points are very unlikely to be a huge change in your build, notably if you can clear the max level content or not in form of bosses. I get the idea but you are encouraged to do that throughout the entire game so it seems mood.

2) People with an interest in a competitive event will do it within their own community and restrictions so it has no effect, it might change a few things but ultimately almost no one cares for this so forcing the vast majority of player to adhere to a challenge is ridiculous. Players should be given a choice to opt in to this race on char creation which enables special rules (and rewards perhaps).

3) It already is meaningless, there is nothing good about your build for grinding safe t15 waystones for weeks (and log out macro). Never was, never will. Your build is good if you can comfortably clear the campaign (relative to what is available) and have reliable performance in maps and post game content (such as sekhemas and what not, uber bosses). If you can be comfortable at level 90 then it is a level 100 build minus you having other interests. Really what this shows is that there is a demand for content that requires you to be a great player (both in skill and knowledge), so level 105+ enemy content not everyone can clear without effort and attention.

4) The purpose of a game is primarily entertainment, winding down from stressful activities such as work and in terms of a rpg character progression (at a players own pace). Making a character already has consequences in being unable to play other builds, death in off itself has the consequence of you having to redo the content you fail at. If you were to try and farm maps too hard for you and get some xp every time you would still not progress as realistically 1-2 levels that way will not make you perform any better. In addition to that it has psychological consequences as dying is inherently not fun as such the player will think about this and attempt not to die again. Only very few would really run head first into the wall over and over.. but some enjoy this so more power to them I guess.

As far as I am concerned all the death penalties in post game, map nodes xp and waystones, should be opt-in for the player. You opt in and thus acquire extra rewards in forms of higher item quality, xp and other things GGG can discuss. In case of the race to 100 event you might or might not enjoy using these restrictions as they would be, or should be, optimal as such the punishment for glass cannons exists without dragging down the casual playerbase with it.
It is a rather simple solution that makes everyone happy, unless you want to brag with max level to someone in which case no one is interested in it.
Last edited by BK2710#6123 on Dec 28, 2024, 3:22:41 PM
Players hate difficulty mechanics until the totally complete the game and wish they had more to do.

They serve a purpose and imposing them later into the game is fair.
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Players hate difficulty mechanics until the totally complete the game and wish they had more to do.

They serve a purpose and imposing them later into the game is fair.


Man, I play Minecraft almost every day since it came out. The game isn't even remotely difficult. It's just fun, creative gameplay, exploration.

Games don't need difficulty to keep players interested. They just need to be good.

Seriously sick of seeing your half-baked takes. Make the game better, the stupid mechanic isn't needed. If people like you want it. They can make it optional. Simple as that.

Last edited by Akedomo#3573 on Dec 28, 2024, 3:30:05 PM
If everyone likes the Exp loss so much I suggest they make it REAL and if you die at level 100 you go back to the start of level 99. Heck you should be able to lose levels at any point.

As it is now (in POE1) many players get carried from level 95 (or so) to level 100 and then they start raiding Ubers. If Exp loss is such an important mechanic, level 100 players should have to deal with it also.

The point here is its a STUPID mechanic that frankly disrespects the time players invest in the game. Over the many years of POE I have frequently been at 50% thru a level and get keys for a few bosses and have to wait till I finish off the level before trying the bosses. How can this be a good mechanic? I still don't lose exp from deaths but just have to wait to play the game I want to play.

So far I love POE2. The game was challenging my first play though the acts. A few times I was unable to defeat a boss an had to get better gear before moving on. This all happened with no Exp loss. The campaign is proof that a challenging game can be made without Exp loss.

Now that I'm into red maps I avoid hard maps/nodes until just after I level. Again what's the point?
Last edited by dakoexile#7461 on Dec 28, 2024, 3:34:33 PM
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Akedomo#3573 wrote:
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Players hate difficulty mechanics until the totally complete the game and wish they had more to do.

They serve a purpose and imposing them later into the game is fair.


Man, I play Minecraft almost every day since it came out. The game isn't even remotely difficult. It's just fun, creative gameplay, exploration.

Games don't need difficulty to keep players interested. They just need to be good.

Seriously sick of seeing your half-baked takes. Make the game better, the stupid mechanic isn't needed. If people like you want it. They can make it optional. Simple as that.



if people like you dont like it. They kan play another game. Simple as that.
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Akedomo#3573 wrote:
"
Players hate difficulty mechanics until the totally complete the game and wish they had more to do.

They serve a purpose and imposing them later into the game is fair.


Man, I play Minecraft almost every day since it came out. The game isn't even remotely difficult. It's just fun, creative gameplay, exploration.

Games don't need difficulty to keep players interested. They just need to be good.

Seriously sick of seeing your half-baked takes. Make the game better, the stupid mechanic isn't needed. If people like you want it. They can make it optional. Simple as that.



It's optional.
You don't have to play the endgame.
Or the game, for that matter.
"


The point here is its a STUPID mechanic that frankly disrespects the time players invest in the game. Over the many years of POE I have frequently been at 50% thru a level and get keys for a few bosses and have to wait till I finish off the level before trying the bosses. How can this be a good mechanic? I still don't lose exp from deaths but just have to wait to play the game I want to play.



the fact that you dont understand risk vs reward doesnt make the mechanic disrespecting. in poe everything is risk vs reward, thats the core of the game. if you dont like it, maybe play something different or deal with it.
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The point here is its a STUPID mechanic that frankly disrespects the time players invest in the game. Over the many years of POE I have frequently been at 50% thru a level and get keys for a few bosses and have to wait till I finish off the level before trying the bosses. How can this be a good mechanic? I still don't lose exp from deaths but just have to wait to play the game I want to play.



the fact that you dont understand risk vs reward doesnt make the mechanic disrespecting. in poe everything is risk vs reward, thats the core of the game. if you dont like it, maybe play something different or deal with it.
+1

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