Remove -10% from game

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Celd#2630 wrote:

The infinite retries the first Arbiter of Ash fight gave did not feel like a pinnacle fight, but more like a grind.


I'm curious, did you ever attempt T4 pinnacle bosses? If you stayed on T0 and never tried any higher, it makes a little more sense to me why you think dying in those fights is totally inconsequential.


Nah, I wasn't that interested in pushing the builds with the current state of the PoE2. And seemingly only some meta builds are viable for them, and I was not following any guides, so the chances of my random build making it were miniscule. In other words, none of my builds have been viable for T4 Pinnacles (edit: sorry I forgot I got some upgrades for different bosses, but forgot how many I actually ran at what stage). Just killed every end game boss once or thrice, until it was easy enough, and was done with the leagues.
Last edited by Celd#2630 on Aug 25, 2025, 9:54:14 AM
It never fails to surprise me how big the overlap is between pro-XP loss crowd & people who never even cared to play through the whole league pushing to the hardest difficulties.
I agree, needs to go.
It puts a lot of people off playing more and doesnt respect time investment especially at higher levels.
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You definitely have to remove -10% of the experience for death, and now I'll tell you why.:
1. In endgame, it doesn't motivate you to find the best items for the build, simply because they don't exist for any money. All the best is already on the character.
2. Due to the unwillingness to lose the hard-earned experience, the player does not go to the most interesting content.
3. Players who come from other games, seeing this, twist their finger at their temples and say, "Are you masochists playing this? We don't have that in D4.
4. Yes, I like this game, but the penalty is based on experience, believe me, it's not cool. At some point, you realize that your build has reached the ceiling and there is no further progress. Otherwise, you're wasting your time, or you're redesigning the build for the meta. I think that's not cool either.
And finally. Yes, you made an omen, under the action of which 1 time per map the player gets -2.5% experience instead of -10%, but it's still not cool, because for 1 map the player gets 1% or less. And anyway, after death, he will no longer go for an interesting and exciting monster or boss, even if there are still portals left.
Please remove the -10% death penalty. You'll see, it'll be better.


...Or maybe temper your expectations and come to the conclusion that you won't get to max level? Like any reasonable person? The XP penalty is fine, what is not is the progression and the random overtuned mechanics spread out in the endgame (looking at you runic mage from expedition)

Getting to level 100 has never been a requirement and will never be in Poe1 and 2. Deal with it.
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Nah. PoE 1 survived the death penalty. PoE 2 will survive it too. You're not getting free level 100's - get better and die less.

You're in the minority on that, and this is coming from a POE1 player here.

This game should be an evolution and a different game. More QOL. We have hardcore game modes if people want challenges. We have SSF if people want challenges. You can even add a modifier to allow players to choose whether or not to have -10% XP on death. Call it a "challenge mode" that has to be enabled from character creation and cannot be undone, but unlocks you achievements.

But if you are crying about wanting other players to have -10% XP on death just because you want them to suffer as you suffered, then you are toxic and part of the problem.
I find the argument against removing Xp loss one of most fascinating behavioral social experiments in the history of video games.

If it were to be removed, it would change absolutely nothing for those arguing against it.
Nothing. Zero.
But they sure are adamant that YOU don't have it.
It's like someone that uses chopsticks working overtime to outlaw spoons.
Last edited by Skyvortex#7923 on Aug 25, 2025, 1:51:27 PM
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SizzAL#6940 wrote:
I agree, needs to go.
It puts a lot of people off playing more and doesnt respect time investment especially at higher levels.


It's not just about respecting time; it is actively detrimental to the type of gameplay they claim to want. Their mechanics are constantly talking about taking on greater challenge in exchange for greater rewards (whether those rewards actually happen notwithstanding...) yet the XP penalty actively punishes players for seeking challenge. It sends a clear message that you should not engage with content you can't trivially and consistently clear with minimal risk.
Death penalty is fine.

If there was real defense in this game beside es/evasion then you would have a lot less problems.
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Celd#2630 wrote:
It would be braindead operation to me, if every character is promised to reach level 100, with no impact of choices for the achievements.


Explain how anyone is promised to reach 100 when it would take several hundred hours to reach it without a penalty?
Removing the XP penalty would only shift complaints to "remove losing juiced map". I still don't understand why people die on this hill. XP loss is the least of the punishments for dying. Instead, how about the devs address one-shots that lead to the XP loss? Simply adding information to the death screen might be enough to curb most of this. What attack killed me? What was the damage type? How hard did it hit me for? Etc.

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