10% Exp on death a little harsh
it should be 50% xp loss OF CURRENT MADE XP on that map.
problem solved. Stop taking away XP from like 2-5 previously done maps. make the XP loss within the given map. and raise it to 50% of the XP earned IN THAT MAP. otherwise GGG can prepare to cease to exist the moment Diablo IV arises. its THAT simple. |
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oppozite view - 6 portals are a little gentle. 4 would be more then enough
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Hey, why is there a 2 year old thread about death exp penalty without my toxic rant in it? How did I miss it? :bruh:
Need to fix it asap: 1) Exp penalty was first designed when the most dangerous game content was nothing like the zoom-zoom clusterfuck it is now, yet penalty was never changed. 2) Exp penalty should be optional, for some extra rewards, same as hardcore and ruthless are optional, for their respective perks. In combination with 1), forcing a penalty of that size on every player in a game where you have no control over what happens on screen (because you cannot see anything) is nothing short of inhumane. 3) Game does nothing to teach player on how to avoid or overcome the penalty. This is archaic, no combat logs, no built-in information section about how defenses work, at least core ones. 4) Even if player suffered through all above he/she will still die once in a while due to random desync/lag/disconnect. Relogging into game to see you now have 10% less exp, even though your client has never shown you your death, never gets old. Rant done. |
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There should not be more exp loss for additional rips on boss fights imo. Bosses like the Maven are very hard and if you are lvl 94,5 you just can't really do them. You have to level up first. That is so annoying since the evening you have time to play might be over and you just can't justify to do that boss now, because you know you are going to die 2-3 times on average in that fight. For a lot of players it is already a success to defeat that Boss without help. Doesn't matter how many deaths as long as 1 portal is left. There is just no way they should lose that much exp.
The huge exp loss makes some people(probably a lot, but that is just a guess) interact with shady individuals offering 5 ways or wait until their favorite streamer offers boss carries, while others get easy lvl 99 by just doing Heist, because you almost never die there, but get much better exp than in maps... 10 min time out for players using log out macros would make more sense than 10% exp loss for trying real hard and dying, mimimi ;) |
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damn people still complain about the exp penalty in the current state of the game?
Kinda cute given how easy the game is for both leveling and difficulty, especially with the current league. same as two year or even older content. But dw there won't be a change cause it's part of the game since years. :) Flames and madness. I'm so glad I didn't miss the fun. Last edited by Pashid#4643 on Feb 18, 2023, 8:47:22 PM
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As a casual n00b hoarder on Standard that simply sinks more time (and money, but I do want the option to leave my mark on PoE - and the Devs actually removed ArchNemesis) than most players, I can confirm level 100 is actually a sensible target these days.
Current status quo of simply running difficult content (or better yet, simply SELL IT for other more productive one EXP wise), when you reached the "checkpoint" of 0% past a level up won't change until PoE 2 the earliest (or never probably). Investing in various Atlas mechanics and simply running close to no danger alch & go T15-16 maps results in around 2-3 maps per 1% and the only times you have to pay attention is when selecting altars / rolling maps with sensible instead of impossible (annoying) to run mods / knowing to respect dangers (ice nova strong boxes / dd / not running bosses on the leveling character if not high damage or bosses where buffed via altars etc.), let's even n00bs level in a timely manner. You can also run HIGH EXP ROTAs, or simply run those higher than average EXP gain content solo and you will "breeze" to 100. Heck, I'm getting closer on another character due to simply finding it relaxing and fun (a more tankier one than the first, which relegates the boss killing to another), and as long as you don't overextend and get overconfident, level 100 remains a "hollow goal", it being a matter of "when" and not "if". The Devs should have tackled EXP gain and death EXP penalties better, but properly rewarding difficult content seems to never be the goal (though Delirium and Simulacrum proved that they can do so - not to mention the higher Mirrors drop rate when completing The Feared invitations)... PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"... Good to know "free speech" doesn't apply in any form or manner on the forums these days... Last edited by sofocle10000#6408 on Feb 18, 2023, 9:17:06 PM
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they should have never changed the death penalty (it used to be more).
The whole reason it is there is so you examine (or try to) why you died/keep dying and fix it...that reasoning hasn't changed and as such the penalty will remain. Ancestral Bond. It's a thing that does stuff. -Vipermagi
He who controls the pants controls the galaxy. - Rick & Morty S3E1 |
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XP penalty is quite useless now because most people use XP carrying service now.
I saw many people level to 100 directly by using XP carrying service after finish acts. If you're in a big guild, these carrying services are even free for guild members. XP penalty only punish regular players. It's the same that you balanced your game to TFT, only punish regular players who play the game "as you expected". Last edited by smtad#6581 on Feb 19, 2023, 10:09:08 PM
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" Dude, elite players never care about death penalty, because they level to 100 directly by using XP carrying services. Death penalty only punish players who don't want to use carrying services. |
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" The services should be shut down period especially given the appreciating-gains they provide to the people running them, there's literally no competitive option for actual players. 100 is supposed to mean something and right now it means about 4-6 divine orbs. my support gems cost more than that... Innocence forgives you
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