Poe's ENDGAME Leveling is very COUNTER INTUITIVE.

Why the hell are we forced into spamming the same mid-high tier fucking map endlessly or beachhead, WHICH IS SO GODDAMM BORING (not even going to go into the merit of ignoring most loot and stuff, which should be part of the fun, not part of the problem) if we want to reach level 100?

Why it's simply much wiser to ignore t15-16 maps (or at least skip some bosses) and shaper/uber atziri because they give awful XP with the bonus of being very likely to kill you instantly if you lag, losing 10% xp... which is about 1-2h of continous leveling.

I like to play against challenges but i'm always feeling forced into shit tier content that makes me sleep on top of the keyboard (if i want to get level 100 one day)? Stupid, very stupid and without any logic or sense.
Buff life on the right side of the tree! Just a little! Pretty Please!
Last edited by The_Risen#6326 on Oct 1, 2017, 9:06:34 AM
Last bumped on Oct 2, 2017, 10:09:12 AM
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I'd love them to expand the size of the guardian maps to have more minions. I don't even bother to chisel my guardian maps because the pack size is so small I don't even think it's worth wasting the currency.

As for shaper, I think he's just fine as he is.

You know, I have never actually tried to kill all of the minions on the shaper map after the first and second stage, so I'm not sure how good the EXP is. I will have to try it next time and see. OR maybe someone who has already done it can speak on behalf of what the EXP is like? There are actually quite a lot of monsters on those maps, but I always run past them to get back to my boy the shapearino.
Last edited by ironstove#2303 on Oct 1, 2017, 7:21:00 AM
The XP lost at high levels make worst by far greater risk in T16-17, encourage people to play safer & boring maps.

When the risk>rewrds, the choice is claer. I have made this point before, that the 10exp penalty is couter intrutive. It does less to make people gear up for tougher challenge, & more to makes people avoid tougher challenges while leveling.
I disagree, I think the exp penalty should stay. Dying should still cost you something significant in softcore and 10 exp is very significant. If you are dying to these end-game encounters/maps then your build probably needs to go back to the drawing board and build on more defense.

I think if dying was free, it would hurt the game more than help.
Players just need really tanky builds to safely farm T16 and guardians. For those builds (like my Slayer), farming T16 gives higher rewards than mid-tier maps. But for "clearspeed guys", farming T16 is too dangerous, so simple.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
Last edited by MortalKombat3#6961 on Oct 1, 2017, 8:10:30 AM
"
ironstove wrote:
I disagree, I think the exp penalty should stay. Dying should still cost you something significant in softcore and 10 exp is very significant. If you are dying to these end-game encounters/maps then your build probably needs to go back to the drawing board and build on more defense.

I think if dying was free, it would hurt the game more than help.


Saying exp penalty is counter intruitive not equal:
1) No exp penalty
b) no punishment for dying.

It just means, its is not working as intended.
Intention: People buff their gears/build to take on tougher content
Reality: Many if not most People play it safe & do safer contents while leveling at high levels.

Big differences. The balance is to find the sweet spot between encouraging people to do tougher contents, while provide just enough punishment to prevent glass cannon & zerging.
Just go try the hard stuff after you level up, this way you don't lose exp for dying XD
"
MortalKombat3 wrote:
Players just need really tanky builds to safely farm T16 and guardians. For those builds (like my Slayer), farming T16 gives higher rewards than mid-tier maps. But for "clearspeed guys", farming T16 is too dangerous, so simple.


Thats true, for farming, but leveling is another thing altogether. The rewards (currency/gear) is obviously better at higher tier, but the reward of experience vs risk of exp lost is another story.
"
ironstove wrote:
Just go try the hard stuff after you level up, this way you don't lose exp for dying XD


Thats exactly my point actually, & what most people do, I persume. The best time to do tough contents is when exp lost don't matters.
1) Either you reach level 100,
2) Reach an exp lock point, which is when you just level up
3) When you happy with the level (say level 90) & no longer want to level.

Even famous streamer like Mathil is doing that.

Exp lost matter nothing to low level char,
Exp lost matters not much to cap levels (or people who happy with their level=
Exp lost is brutal to people leveling at high level (over 89-99)

There is an inconsistancy in punishment base on exp lost. Wouldn't a more consitent penalty at death be better?
"
KiadawP wrote:
"
ironstove wrote:
I disagree, I think the exp penalty should stay. Dying should still cost you something significant in softcore and 10 exp is very significant. If you are dying to these end-game encounters/maps then your build probably needs to go back to the drawing board and build on more defense.

I think if dying was free, it would hurt the game more than help.


Saying exp penalty is counter intruitive not equal:
1) No exp penalty
b) no punishment for dying.

It just means, its is not working as intended.
Intention: People buff their gears/build to take on tougher content
Reality: Many if not most People play it safe & do safer contents while leveling at high levels.

Big differences. The balance is to find the sweet spot between encouraging people to do tougher contents, while provide just enough punishment to prevent glass cannon & zerging.


Thank you for doing my job... and exactly so, +1.

"
KiadawP wrote:
"
ironstove wrote:
Just go try the hard stuff after you level up, this way you don't lose exp for dying XD


Thats exactly my point actually, & what most people do, I persume. The best time to do tough contents is when exp lost don't matters.
1) Either you reach level 100,
2) Reach an exp lock point, which is when you just level up
3) When you happy with the level (say level 90) & no longer want to level.

Even famous streamer like Mathil is doing that.

Exp lost matter nothing to low level char,
Exp lost matters not much to cap levels (or people who happy with their level=
Exp lost is brutal to people leveling at high level (over 89-99)

There is an inconsistancy in punishment base on exp lost. Wouldn't a more consitent penalty at death be better?


DAMM, exactly so, +100, plus, a bigger reward for t15-16 and specially a bigger reward for killing those freaking dangerous bosses that last an eternity to die.
Buff life on the right side of the tree! Just a little! Pretty Please!
Last edited by The_Risen#6326 on Oct 1, 2017, 9:09:51 AM

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