Exp loss on death topics are getting out of hand.

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iMirageX#4580 wrote:
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I totally agree with the Anduvriel#4240 post. That's the point, I've spent 200hours playing with my monk and I reached 91 lvl, done T18 bosses for unlocking their points and now I'm in a point that invest time making Maps and dying and loosing all the EXP invested it's the worst feeling ever felt playing a game.
Then I quited the game and I'm waiting if they will change the EXP loss. If not, 200 hours invested in a 30$ game feels worth... but I can't understand what's the point of loosing EXP in a game.


So if you haven't read what I posted, exp loss has multiple implications and the most prominent is keeping builds diverse. If exp loss was remove and together with 1 portal on death, then the only thing that will matter is "DPS". If there is no consequences when you die, why build defense? You see how POE 2 will turn into a shallow game if that happens.

What people are seeing right now is just the immediate and do not think "what will this do when this is implemented?". The reasoning "then make another server", isn't really "feasible" unless GGG makes a POE 2 "Softcore (easy)" server, that is "if".


Are you sure about that claim? Playing a build with zero defense won't get you to far, will it? You will still have to redo the content, right? You will not gain any rewards, right? There are plenty of games without death penalty that have very good build diversity..

My claim is opposite to yours - I think that build diversity is killed by the death penalty far more than it would be killed by its lack. If I can die easily to stupid oneshot off screen and lose everything I put and some of what I already had which build will I choose? Any that I like? No, only the ones that let me survive as much as possible while dealing enough damage. Ultra top meta dps with the most broken packed defense layers the game has to offer. Why top dps - cause than it's far easier to cut something for even more defenses, easier to find items.

Isn't that exactly what is happening in poe hardcore? Where the death penalty is the biggest there can be? Have you ever compared build diversity between hardcore and softcore in a league? Which do you think has better? That is something you can actually check.

I will let you do it to prove your claim. Show us the proof that the more death penalties in poe the more build diversity we will see. Show us that there are more unique different skills and classes used by 100lvl hc characters than softcore ones in the ladder, its a pretty good sample of 10k chars. I don't know which one of us is right, but I am willing to agree to your claim if you can prove it.

Although I think you will not do it and just go claiming, " but but hc is its own thing" - yeah it's death penalties to the fullest by the definition - end of the line. You can't punish a player more than that (well maybe ggg could introduce one char per league to do hc*2). Jokes aside, I believe you are wrong on this topic and you are constantly omitting the extreme costs that the death penalty puts on the game. Look up my previous post in this thread. I am open for discussion.
I WANT to face challenging content.

I want to know that if I don't perform well, nail every dodge, avoid every attack, I can die. I want there to be a very real chance of death in every map I play.

I can't do that in a game with a big death penalty.

Punishment makes players AVOID the challenging content. Why juice a map to give you a 25-50% of death if you lose the map and XP if you fail?

If the design is to have players run dozens of maps with no chance of failure, they could simply have us plug the maps into a pachinko machine that will dish out the rewards. That would be more engaging than running semi-AFK, no-risk content.
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Mouser#2899 wrote:
I WANT to face challenging content.

I want to know that if I don't perform well, nail every dodge, avoid every attack, I can die. I want there to be a very real chance of death in every map I play.

I can't do that in a game with a big death penalty.

Punishment makes players AVOID the challenging content. Why juice a map to give you a 25-50% of death if you lose the map and XP if you fail?

If the design is to have players run dozens of maps with no chance of failure, they could simply have us plug the maps into a pachinko machine that will dish out the rewards. That would be more engaging than running semi-AFK, no-risk content.


Well. Most people here seem to equate time and frustration as a challenge.

You're right though. There isn't a challenge. Anyone with enough time can just run safe maps, and actively do so, to avoid the 'challenge' of being pissed off that you lost 5 hours of your time.

The mechanic doesn't make the game more difficult. It just makes it more frustrating, and makes it take more time. Both of which, people quit over.

There's plenty of ways they could add challenge to the game. I hope they can figure this out instead of sticking to this old archaic diablo/everquest mechanic meant to pad your gametime in a contentless game of the early 2000's.
Last edited by Akedomo#3573 on Dec 30, 2024, 6:28:24 PM
Did you guys hot fix something and not document it? I started with 60% xp and now im at zero with the same gear doing the same maps lol
Considering there shouldn't be exp loss on death to begin with?

Yeah, it's definitely out of control.
Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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fnsonin#2863 wrote:
POE2 is supposed to be GGG and Tencent's break out game for a larger audience. Well, the larger audience is speaking and they do not like -10% experience loss on death, one portal maps, long runbacks to bosses, and sudden non telegraphed deaths.
Compare this to Elden Ring/Dark Souls:
1. your "experience" is on the ground waiting for you to pick it up
2. You are never locked out from a boss fight
3. Elden Ring got rid of long run backs and was the best selling souls game of all time
4. I always knew how and why I died in Dark Souls/Elden Ring.

If GGG/Tencent wants to have a large audience and play with the big boys, then they will make a game that most people enjoy and not a beat for beat homage to a 20 year old game that has now obvious flaws compared to modern ARPGs.

This is early access, what GGG does to fix the endgame will determine the ultimate size of the player base they want to have.

The vast majority of players are not having fun in the endgame.


I am pretty sure GGG has a history of not giving a fuck about a vast majority of players, and thats why PoE is good, and why PoE 2 will be good. Xp penalty on death existed for years, and as someone who dies 50-100 times per league, it doesn't bother me at all. Fear not, everyone who doesn't like -10% xp on death (that must exist), one portal maps that punish bad builds or oneshots (that should exist kinda) can leave, and the game will be fine too. The long runback to bosses I believe they will fix when they introduce more checkpoints and teleport to checkpoints, so that will hopefully be gone.
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Kumawaka#4636 wrote:


I am pretty sure GGG has a history of not giving a fuck about a vast majority of players, and thats why PoE is good, and why PoE 2 will be good. Xp penalty on death existed for years, and as someone who dies 50-100 times per league, it doesn't bother me at all. Fear not, everyone who doesn't like -10% xp on death (that must exist), one portal maps that punish bad builds or oneshots (that should exist kinda) can leave, and the game will be fine too. The long runback to bosses I believe they will fix when they introduce more checkpoints and teleport to checkpoints, so that will hopefully be gone.


You were right up until "and that's why"

No, that's why it's going to be a mid-game just like POE 1 was. The only reason that many people played POE 1 was the build diversity, the fact that it was F2P and a HUGE chunk of the people playing were farming bots.

We don't have build diversity in POE 2 yet. One can hope we will, but if they keep copy/pasting stuff from POE 1 we will have the EXACT SAME STUFF as we did in POE 1.

Not great.

Plus their lack of understanding that literally no other newer games have non-recoverable exp penalties and punishing mechanics for no other reason than "just because" is why this will be the same and end up with more bots than players for the first 3 weeks of every season.
Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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It does matter what we think of it. Everyone who is playing early access paid for this game, and we all have a right to express our opinion. It's not invalidated because you don't agree with it.

And many people's opinion is that there is no justifiable reason to take a penalty for work we have already completed. I'm playing because I don't give up easily, but I will be with many others who will quit this game if GGG doesn't get more innovate with ways to penalize players, especially since innovation is something they claim to take pride in.

And that's fine. We'll quit if GGG doesn't make changes, and you can keep playing if you don't have a problem with it. Neither of us are wrong for feeling how we feel, but we absolutely have a right to express our opinion for a game we paid for at a time when feedback is exactly what GGG is supposed to get.


https://www.youtube.com/watch?v=QFgcqB8-AxE

Sums up those people pretty much.
XP loss exists so that every fucking loser playing his hypothetical CI Deadeye with Sunder with 1k ES doesn't get level 100 for simply existing. Bad builds don't deserve level 100. You gotta deserve that level. Otherwise level 90 is enough to have a perfectly functional character.
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iMirageX#4580 wrote:
https://www.youtube.com/watch?v=X2WENRDHo3g&t=0s

TLDR of the vid: Path of exile 2 is not meant replace path of exile 1, its meant to be a different game.

This forum section of POE 2 EA has been so obnoxiously cancer to say the least. People making non stop threads about - 10% exp loss on death, rarity and other stuff requesting for the game to be toned down. - 10% exp exist for a reason and it does not matter if you think its archaic system or not. Why are you forcing the game to change to suit you when you can go play some other game? Let's be perfectly honest here, POE 2 has way less, YES, WAY LESS one shot situation compared to the astronomically, plenty of situation you can be one shot in POE 1. If you are getting one shot by some random mobs, you, yes, you and your build may have a problem.

Usually, I am neutral when it comes to removal of - 10% exp loss on death topics but these threads in POE 2 is getting out of hand. If your reason is, I don't have x y and z time to learn, grind or -10 % exp loss is a slap to GGG's player base or -10% exp loss on death does not make any sense then go out, take a breather, come back if you think if its worth it.

To those saying this isn't hardcore, and if I want to get punished then I would play hardcore. Hardcore does not have -10% exp since death is the end and that is fundamentally, extremely different from softcore. Softcore -10% exp is the DEFAULT penalty for dying, there is no, nada, server that does not have -10% exp loss on death.


Different builds will have different weaknesses but asking the game to be easier just to suit you is just too selfish when even in EA, there are a lot of ways to circumvent this.

FYI, lvl95 and still having fun.


Fanboi alert!
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Kumawaka#4636 wrote:

XP loss exists so that every fucking loser playing his hypothetical CI Deadeye with Sunder with 1k ES doesn't get level 100 for simply existing. Bad builds don't deserve level 100. You gotta deserve that level. Otherwise level 90 is enough to have a perfectly functional character.


Bad builds will still make to level 100 the same way good builds will - by doing easy content. Or they'll just buy a carry.

My personal belief is that GGG is going to sell "time savers", either a direct level 100 boost or XP buffs. The game design is just so blatantly geared toward time-wasting tedium that it's hard to imagine it isn't by design.

Oh, and if the game remains the same and GGG doesn't sell them - someone else will come in to fulfill that market need.

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