EXP LOSS POLL

Xp loss should be removed altogether or greatly reduced at higher levels. It's just a pain to level beyond 95. Doesn't feel like there is any point.

Remove xp loss from regular game. Maybe keep it for ssf and as an option for people doing private leagues.
Last edited by kompaniet#2874 on Aug 11, 2019, 9:30:19 AM
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kompaniet wrote:
Xp loss should be removed altogether or greatly reduced at higher levels. It's just a pain to level beyond 95. Doesn't feel like there is any point.

If you die, that is ...
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
I'm all for the exp loss staying, but here's a thought regardless.

How about a consumable item/currency that is as rare or rarer than an exalted orb that when you die with it in your inventory you do not lose exp.

It could be similar to scarabs and other items having multiple tiers, the final tier voiding all exp loss where the lesser tiers only stop a percentage from being removed.

Players who do not use these items should be in some way differentiated from players who do, Those who play this game well and have a high level of skill deserve some kind of reward for that, even if that reward is the fact that they did not use it is displayed in some way.

Note: not talking about the rarity of ex in legion however, drop rates are just crazy atm.

The only thing stopping me from going to 96 right now is just the time investment but i'm on a pretty tanky build compared to a lot of other players.
Innocence forgives you
Last edited by SilentSymphony#3358 on Aug 11, 2019, 11:25:36 AM
I've usually stopped leveling at around level 95 in the past, mostly because I lost interested in the current league or earned all the challenges I wanted.
Legion, however, was so enjoyable, that, for a short while at least, I considered going for level 100 for the first time.

I managed to reach 98 and roughly 40% XP of level 99 and then died to some Karui Legion encounter, which just outright one shot killed me.

At that point I just quit the league (I had already achieved everything I wanted, so not as dramatic as it may sound), because the time it took me to earn these 10% was so massive, that I lost all motivation to go through that ordeal once more.

I am working full time and am only playing alone, without any rotations and such (that's not ment as an excuse), just to give you an idea why it took me that long.

My point is: losing XP on death, without any means of getting it back, does not feel good, if you put most of your spare time into earning it.

A punishment for dying is all well and good, but if that punishment prevents some people to pass a certain level threshold or has a very negative impact on their motivation, is it really well implemented?

Diablo 2 gave you the option to pick up your dead body, which gave you back a portion of the lost XP.

Dark Souls allowed you to pick up those lost souls, unless you died a second time without doing so.

I'd like to see something similar in PoE.

Being able to earn back the lost XP over time, as an added bonus to your regular XP, is also something I feel like could work reasonably well.

For example: your experience is boosted by 50% (or any percentage you feel is reasonable) after you died, until you have recovered 100% (also variable, depending on how much you'd like players to recover) of your last deaths experience penalty.

Meaning you'd earn back 100% of your lost experience for every 20% of new experience you earn.
This could also be implemented like in Dark Souls - meaning your current experience boost is not additive with a new death, but instead will be replaced with a new boost.

Example: you die, get the 10% lost experience as a boost, earn back 2% and die again -> the remaining 8% are now lost and you gain a new 10% boost.

This system is obviously designed for higher levels (97+ I'd say).
I feel like this would benefit a lot of non-hardcore PoE players, who'd like to have a reasonable chance to earn level 100, without joining cheesy rotations and such.

I can only speak for myself: such a system would've had me keep going, instead of me quitting and waiting for the next league to begin.
Which option is more desireable for GGG? ;-)

Another thing I noticed me doing past level 95, is intentionally avoiding dangerous content, if I had gathered a reasonable amount of experience (for obvious reasons).
It does not feel great to delay fighting a spawned Uber Elder or any other challenging content, because you just don't want to risk losing all / a portion of your progress.

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Jankalor wrote:
Diablo 2 gave you the option to pick up your dead body, which gave you back a portion of the lost XP.

Dark Souls allowed you to pick up those lost souls, unless you died a second time without doing so.

I'd like to see something similar in PoE.

Ok if you remove portal scrolls and gems from the game all together, divide the number of available waypoints during the story by three and nerf the movement speed by half.

Else it would have absolutely no meaning, as you can easily tp pretty much anywhere and rush to anywhere in no time.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Instead of removing the penalty perhaps adding an xp scarab which juices the amount of xp from any map scaling with map level.
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vio wrote:
xp loss is pretty useless. it would be much better if they deleted some of your gear on death as a setback.

removing setbacks if you fuckup? well, if there is no punishment for fuckups it's no game anymore, it's pure entertainment.

if i want entertainment i watch some series. or my dog.


You litteraly play games for entertainment.

This mechanic is frustrating when you reach 85+, as some may say...when the game really begins.

the only people who are ok with this is the 1% traders, flippers, wall street players who doesn't die with OP builds and their 14523 exalts.

So we end up player super-safe which means we don't have fun anymore.
League content is all about risk and reward. But how are we supposed to invest in risk if...playing is already a risk ? It's ridiculous. Diablo 2 had a nice solution for this.

I play up to 93 and then I abandon my chars because I can't go any further. It makes me feel like shit. Where is the fun un this ?

I guess we do need some kind of penalty for dying, but this one is too punitive.
Last edited by achmoye#3544 on Aug 12, 2019, 9:14:06 AM
For me, I think XP loss or any death penalty is a necessary evil for this game, without it every build will be just glass cannon. Defense will be no longer relevant since you can just bang your head on the wall without consequence.

What are the causes of this deaths, is it players fault or design fault? If it's monster/boss fault the cause of these unintended deaths, I think it's much more logical to review on the causes of the instant kill by those monsters/bosses. What's the cause of those snapshot damage, what are the ways to prevent or control them?

If your asking for a different death penalty aside from xp loss, my suggestion is "gear degradation". Add durability on gears, every time you die, your gear loose durability, until it's become "broken"/unequitable. This will also serves as gear & currency sink in the game. If you value your gear too much, then take care of it.
"A game IS supposed to waste your time but it's not supposed to make you FEEL like you're wasting your time:
It's supposed to make you WANT to waste your time."
I'm surprised this thread is still going. Not that it has anymore serious discussion than its predecessors. Internet, and these forums, are not a good place for constructive discussion. Noone is changing their position and all there is are vain arguments repeated over and over again.


I dislike experience penalty. I dislike its implementation in Path of Exile. I most of all hate its linearity in applying 10% loss of experience regardless if you are lvl70, and it is on real penalty, or at lvl97 when 10% experience loss can easily mean several hours of "work" lost. However, I have forced myself to get used to it and stop pondering its existence. My builds are designed to be done at lvl90 and I only try to level up till 95. Anything past lvl95 is pure coincidence if I enjoy my current build and enjoy it for extended period of time.

Death penalty is a relic of a past, throwback to Diablo heritage, with little to no meaning in modern action RPG. Path of Exile started as a Diablo-inspired game for hardcore audience but those times are long gone. Path of Exile is shooting for mass audience, it expands to multiple gaming platforms, therefore, I hope that GGG will eventually get rid of nostalgia and reverence to Diablo roots in future iterations of the game.
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achmoye wrote:

This mechanic is frustrating when you reach 85+, as some may say...when the game really begins.


imho it's only fun because it's risky.

yeah, and trading is still too powerful as a means to get rich.

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achmoye wrote:

I play up to 93 and then I abandon my chars because I can't go any further. It makes me feel like shit. Where is the fun un this ?

the game has to cater for players who do 15h a week and those doing the same in a day.
and for those that play effectively and those wasting time.

the difference between a effective nolifer and a time limited casual player is huge.
how do you want to feel both parties permanently rewarded?

yes, you do randomise the gratifications so the casual has some shots at the good stuff.

but from the game's content side it's hopeless. they lose their power players after week 3 into a league while casuals fail to reach midgame maps in 3 months.
age and treachery will triumph over youth and skill!

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