No XP penalty when dying to bosses

The XP penalty is particularly harsh with boss fights because you can lose up to 60% of a level.

If boss fights were exempt then the XP penalty would no longer hold players back from attempting more interesting content until they can reach the next level.
Last bumped on May 20, 2020, 12:18:27 PM
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Apart from bosses that do require an significant entry fee ( like Shaper or (uber) Elder ), it would make all bosses ... risk-free.

Bosses (imo) should be risky, bosses should make the players worry about their character dying, which they ( some of them ) do unless you just leveled up.


Now, some way to not loose too much if dying successively could be something to consider I guess ( one suggestion was to "cap" the xp loss to x% below the highest amount of xp reached, like maybe 15% for example, so that you cannot loose those 60% ).


But bosses making you worry that you might loose something if you are not careful enough is not a bad thing, it's a good thing. If you remove that completely, no boss would be scary outside of HC leagues.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
OP
Listen here

Just admit yr build sukz.

Then you'll have pleasure to go higher.
And opportunity to do it.
Actually.

...may beeee

But yeah
Penalty is harsh.
Can be better
Last edited by DarkJen#6961 on Feb 14, 2020, 12:01:55 PM
60% of a level? when all you loose is 10%?.......

Also, don't like it? then learn the fucking boss and don't expect to face roll it with any maps mods you don't care to look at.
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
Op has a nice point. Ignoring the trolls, I believe we can have a better system but not something that totally invalidates the penalty. One guy above suggested that we should lose a maximum of 15% exp, which is a pretty good idea.

To be honest, waiting to level up to fight a boss seems like a very outdated/rudimentary concept that shouldn't exist anymore.

There's absolutely no risk if you just leveled up, which pretty much forces you to take on the hardest content you have available once you did level up. I kept a sirus citadel for 3 maps before I could run it and I'm only level 91. This strategy is out of discussion when it comes to the last levels to 100 and pretty much locks you out of a lot of content if you want to level to 100. If I recall correctly, in diablo 2 you could still lose exp after leveling up, so you had to regain experience from the previous level as well if you died too many times. That would be fairer and maybe if we had something like that, we could reduce the penalty to something like 3%.
Poe is hard, it was made this way, it appeals to large portion of poe player base. Just because it does not appeal to YOU, does not mean it needs to change.

It took me THREE leagues before i killed my first shaper, and it was glorious. ( To me anyway)

So yes git gud is not a troll but a reality of poe. If you want stuff on silver platter there are plenty of games that do that, just not poe and stop trying to mold it be the same, just let it be different.
Last edited by Deathfairy#1490 on Feb 14, 2020, 4:22:47 PM
My first thought was for XP loss to be capped at what you have when you enter the map.
I hope GGG takes feedback from this thread - I agree with the OP that the XP loss is quite penalizing in PoE, especially on latest generation consoles when a slight lag in high level maps is enough to cause insta-death on semi-tanky builds. There are too many RIPpy content with every new league and defensive mechanics get nerfed so hard that endgame content becomes stressful (or limited to meta builds like summoners) instead of being fun and flexible to experiment with different league mechanics. Either XP loss on death should be removed or reduced/capped to something like 5% or the XP reward for endgame content is substantially increased to make the game feel rewarding for time invested. GGG has the stats and know very well that console players are very much disadvantaged since most of the game mechanics are hard to play around with existing controller and hardware limitations. There are already several rules on consoles such as reduced number of Syndicate encounters in a map that introducing one for softcore deaths due to a console crash should not be that difficult. I'm sure GGG has really intelligent staff in their team that they can consider alternative penalties on death. This game is already grindy with the crafting system that GGG should re-consider old school PoE rules if they wish to increase their player base over time.
"
lagwin1980 wrote:
60% of a level? when all you loose is 10%?.......

Also, don't like it? then learn the fucking boss and don't expect to face roll it with any maps mods you don't care to look at.



thinking is not your strength huh?
6 portals= 6 possible deaths = 60% xp loss
Hardcore players and Trolls aside the OP is correct in complaining about something that's annoying and part of the mechanics that have players killed to random enemies unless they are slaves to the meta. The high XP penalty is a harsh relic of the early WoW era , back when playing and leveling was a full time job on its own.
Last edited by Yperkeimenos#2800 on Feb 18, 2020, 4:57:42 PM

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