We need an executive order to remove the experience point penalty for dying
I am a casual player who only wants to play his character to raise his level and it is frustrating that I make a mistake once I lose all the work of two days to gain experience. Please remove this penalty or reduce it
Last bumped on Feb 1, 2025, 4:46:43 PM
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You really got used to living under a dictatorship very quickly now, didn't you?
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no.... death needs to have a penalty. AND, you really only start feeling it after 93.... and its still actually easy getting to 96. Buy Ameliorations.
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That is an extremely stupid idea. The XP loss upon death is not significant, and it needs to exist in order to provide incentive to play carefully, strategically, and overall pay attention to the combat and mechanics. If we didn't lose XP, then people would just repeatedly and purposefully die to content that is too powerful for their character in order to power-level without any risk. This would make absolutely no sense for character progression or creating any sort of feeling of authentic power scaling where your hard work and intelligent build decisions pay off. The entire point of this game is to create a successful build through smart decision making, crafting, and trading. If there is no penalty for death, then there is no meaning to progression. There is a reason every ARPG in existence is like this. PoE has never been a sandbox game, nor should it ever be. If you are finding an area too difficult for your character and your XP gain has grown stagnant, it's because there are elements of your build that are lacking and need to be improved upon in safer zones. Game design that facilitates repeatedly nuking yourself for meta XP gain is not game design at all. It's stupid, and that's exactly what zero/reduced death penalty would encourage players to do, because everyone will take advantage of the quickest, simplest route to leveling possible, with as little brain usage as is needed. That kind of gameplay would ultimately be destructive, and would not leave players feeling fulfilled or with any sense of accomplishment, and would make the entire purpose of the game redundant.
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Nope.
I like it, its adds to the challenge of the game. Go play my little pony or something. |
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" It does already. You lose your time, you lose the waystone, you lose all the currency you used to juice the stone, you lose the modifiers from the precursor tablet, you lose all the mechanics on the node (boss, breach, etc.) and you lose all the items not yet collected on the ground and all potential items that still could have dropped. Why do you need to have a penalty on top of it that not only sets you back to where you started, but actively erases progress you have made in the past? A bit of an overkill. Especially since the one death per map mechanic already does exactly what the xp loss on death is supposed to do from a game design standpoint. It's just an additional kick in the balls for the lolz |
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O_O
Last edited by bobmiller123#3852 on Feb 1, 2025, 5:11:40 PM
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Yes. This mechanics outdated by at least 15 years. It punishes players for playing the game
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if anyone existed to give this order, it would literally be the developer who decided to put it into the game.
they're not likely to give that order no matter how many billions of new players corpses are piled up, Have you even seen the solaris temple level 2? Innocence be with you Exiles. Innocence forgives you Last edited by SilentSymphony#3358 on Feb 1, 2025, 4:41:33 PM
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" Your arguments are not logical. If it is insignificant then it also doesn't incentivize anything. What is it? is it insignificant or a meaningful incentive. It can't be both. Additionally, the incentive of playing carefully and stratigically is already acomplished by the one death per map mechanic. There is no point to the xp loss on top of it. The whole rest of the argument is faulty too. You can't die your way to power - waystone aquisition limitations wouldn't allow for it, you can't sustain t15/t16 if you die halfway into every second or third map. The xp loss doesn't incentivize clever builds - people still play the zoom zoom glass cannons almost exclusively, they just avoid engaging with overly risky content that would lead to xp loss. Additionally the level setback is negligable the further you progress. On lvl 94 you gain 2% xp per t16 map. Meaning that a total of 50 deaths the prior 10 lvls has set you back one level in total. On 99 it's 1% per t16 stone. So you could have accumulated a hundred deaths from say lvl 85 to 99 and still not being set back one total level in progression. However, each of those 100 deaths with the 10% xp loss on top of it feels just horrible and serves no purpose but waste your time. At 400 hours played you will probably be like lvl 96, 97. Do we really need a mechanic to gatekeep players progress with the sole purpose of wasting their time because their progession is "too fast" and "not meaningful enough"? Last edited by Slart1bartfast#0332 on Feb 1, 2025, 4:48:36 PM
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