Can we have a toggle for XP on or off
Is it possible to have it so we can turn off XP gains when we are done leveling a character? If I hit 95 and just want to do bosses it would be nice not to be tempted to try for 96 if I end up with 20% xp just cause I havent died recently. when i'm ready to push for 96 I will turn it back on and play safe.
Last bumped on Oct 28, 2020, 8:26:21 AM
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" No, because that would be enjoyable for you. |
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easy solution. Don't do bosses if you are above 50% of EXP.
Or create another character for killing bosses. You can sell most bosses for a good amount of currency (or get a boss carrying service, plenty who do it for free at this state of the league) There are a lot of solutions, the easiest would be not doing bosses at all if you want to level a character to 100. If im not wrong, streamers tend to run maps only and do bosses on a seperate character, so they do not loose progress. |
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" If it is as you say, I find this hilariously dumb. Not on gamers side, mind you, but it's so revealing of the game itself. |
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why is that dumb?
There are plenty of games that punish you if you die. Not only ARPGs but other gernes to. In dark souls you loose your souls, in Grim dawn you loose EXP if you die and so on. If you die in PoE over and over again, the game tells you that you need to fix your character. Bosses have always been more difficult than regular maps (i exclude the 100% T19 delirium, thats not standard map play) Since they intruduced audiocues for certain bosses you can predict their movement without the need to see the actual skill. Again, easiest solution is to wait till you hit the next level and then do the boss. If you want to farm a boss, lets say shaper, level up a boss killer. Those are way easier to create than a all-around-map character. Since those only have to do one job. Cyclone slayer, bleed bow builds, or just a thick juggernaut who just can't die, do the job. |
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vmt80 is simply trying to point out that the solutions offered are workarounds that show an issue with the game design.
The core principle of game design is that you want players to engage with your content. By suggesting that players should skip the bosses, whether entirely or to give them to another character, you are showing that the game design pushes players to not engage with parts of the content, which is a huge failure in design. Compare that to Souls-like games, those do push you to engage with the bosses. Prepare the encounter through grinding minor mobs, then engage with it until you manage it (or empty your resources, pushing you to diversify your game a little). Another weird suggestion that comes up a lot is the idea of stopping leveling at level 95 or so. Basically, this means that you recognize that the penalty is so bad that you'd rather remove the last 5 levels in order to get rid of it sooner. |
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The core problem with bosses and XP as well as the reason why streamers skip bosses usually isn't the death penalty but the fact that killing bosses takes relatively long, especially on a speed farm build that isn't designed to tackle bosses, while not providing much in terms of XP. Streamers would very likely skip the bosses even if there was no death penalty simply because they can clear another map in the time it would take them to kill the boss and there is no comparision in terms of XP.
As it stands bosses are high risk for no reward, both regarding XP and for the most part also for drops. That's imo a problem that GGG should look at at some point. If you want to be efficient bosses are hardly ever worth the time, unless your dps is so high that it takes a second to flatten them and ofc assuming they don't have immunity phases. Bosses should provide significantly better loot and more xp compared to normal monsters to justify the time investment of fighting them. Extra drops for high AL are a start but nothing more. |
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