XP loss after death is the worst possible design decision

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Fuz wrote:
Perfectly put. This was actually my experience discussing the issue on Reddit.

Well, time to try Grim Dawn, I guess.

It's fun. Enjoy.
POE Serenity Prayer: GGG, grant me the serenity to accept the RNG I cannot change,
the courage to challenge any unbalanced content, and the wisdom to avoid the forums.
Mad: "Oh, it's simple and if you insist... I just think you're a dick. That's all."
QFT: 4TRY4C&4NO
I think its fine, i also think that bosses shouyld reset if you die.
d:-D*
People that get turned away from the game becouse they get a penalty for failure are not GGG's target audience.
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Crackmonster wrote:
Well i should at least say - that if you play enough you will eventually get good enough at making characters that death penalty won't be such a problem.

It greatly reduces variance, though. For example, you can't make good enough spectre build that would be safe to play. When mapping, you have to teledrag your minions, recklessly rushing forward. Any attempt to play safer slows you down 3-4 times due to spectres passive AI. Bossing won't be safe since you have mediocre DPS, no damage mitigation, mediocre HP and no means to heal quickly, and bosses sometimes just give you no space to dodge even if you can see anything when your whole screen is on fire.
Organic chemistry is a weird thing. If you add a spoon of shit to a barrel of jam you'll get a barrel of shit.
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Fuz wrote:
(Ragepost)

You're learning a valuable lesson... Glass cannon builds don't work in PoE.

Your character has 5 life nodes on the passive tree. You should have more than 10-15 at L50. Your gear is dismal with next to no elemental resists, you're using Facebreaker with a weapon, and you have one(!) 3-link as your largest.

The 'lose XP on death' penalty is doing exactly what it is supposed to... It is telling you that your build is not viable!
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Cyzax wrote:
The 'lose XP on death' penalty is doing exactly what it is supposed to... It is telling you that your build is not viable!

Clearly not, as he is here complaining about the penalty rather than making corrections to the character.

Maybe an extra effort could be made to make what issue the character has clearer. 1) Give back 10% of their hit points to unique monsters that kill players, to avoid massive zerging.
2) When a player dies multiple times to the same boss, propose him access to useful information (average stats to beat the boss, videos of its patterns, etc...). This way, the player can check where his flaws are, and improve, instead of having 0 info as to what the expected behavior is.
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Cyzax wrote:
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Fuz wrote:
(Ragepost)

The 'lose XP on death' penalty is doing exactly what it is supposed to... It is telling you that your build is not viable!


Nah, it told me to find another hack & slash :) hope it works wonders for GGG :)
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Fuz wrote:
Nah, it told me to find another hack & slash :) hope it works wonders for GGG :)

If you want a game without challenge, PoE is probably not for you anyway :-)
And even if I'd wanted to change my build, where am I supposed to get the "right" gear? Pull it out of my ass? My drops have been shitty the whole game.
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Scarletsword wrote:
It adds something actually. It shows you in a very obvious way that your character is too weak for the part of the game you're currently playing.

Well, actually the frequent deaths already tell you that, don't they?

Let's imagine you walk on an slightly icy road and you keep slipping and falling - much more than other people. This might just be enough to tell you that you're not wearing suitable shoes. It's frustrating and inconvenient already, especially if it repeats all the time.

It really doesn't take someone who keeps following you around and smacking you with a baseball bat whenever you have fallen.

Actually, I have thought about it, and the XP penalty just seems to be a measure to artificially slow down progress to level 100. If content was made so difficult that only the fewest players can even kill monsters and gain any XP from level ninety-something onwards at all, this might deter too many players. It would be actual, genuine difficulty instead of artificial obstacles, but it might be frustrating for many.

The XP penalty allows players to keep feeling powerful, breezing through most content at ease and seeing progress, but also introduces a risk of loss and forces players to consider whether the risk is even worth the effort eventually.

You can still run maps in a few minutes, kill entire screens of white mobs, but only the best players (with the best computers and best connections to boot!) will make it to 100 this way. The others top out before - not necessarily because content has become impossible for them to beat, but because there is too high a risk of advancing one step only to make five step backwards if even the tiniest detail goes wrong - explicitly including technical problems such as connection loss, power outage, lag spikes, etc.
__________________

@OP: Indeed, the first character is always most difficult becausee your gear is likely to be a total catastrophe, especially if you play SSF (like I do). If it's your first time playing this game, lack of familiarity and practice with boss mechanics as well as lack of overall game experience make matters even worse.

I can only advise to take it easy on your first character, start stashing good stuff for another character, rely on simple and proven starter-friendly builds first, and then play your first character until you feel he/she has topped out for the time being.

At this point, you can either try farming an area that is as high as possible, but still manageable for you, for better equipment, or you can start another character.

With the equipment you put away and the experience you have gained in the meantime, you will probably realise that you die a lot less than before and can reach higher content more easily.

What's more, you might also find good items for your first character so that you can give him/her a serious "overhaul" at some time, and continue playing.

PoE is not an easy game, but the good news is that there is always more stuff to try and see, more goals to reach, etc. You can play it a lot and still keep advancing and making progerss as a player - a longer time than most games. You just can't expect to beat everything, mostly at the first attempt. Stuff takes work and time in this game.

If you keep it up, a few months from now you will laugh about the difficulties you used to experience while you easily kill those bosses that used to give you such a hard time. You will play on a much higher level. However, there will be more challenges ahead that you'll have to tackle just like you did the first difficulties you encountered a while back.

I find it makes the game more enjoyable when you don't compare yourself with the best players around, especially if they trade and you don't and/or they have superb computers and you don't. Just don't expect "I'll beat the game and kill shaper". Use your own characters as a benchmark and try to improve on that. You reached 50, made it to the labyrinth, and had many problems on the way. That's your personal best right now. Next time you'll be better. And you'll be surprised how many times you can get better and beat your earlier performance - only to discover that there is still lots of game content left to do! Maybe that helps to get a more positive view on affairs.
Last edited by SamothD#6123 on Aug 3, 2018, 7:01:22 AM

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