Get rid of the xp loss

"
Alternalo wrote:
"
TreeOfDead wrote:
dunno if GGG remove penalty ever

But they should.


they dont see reason to...
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Bah, the devs placed a badly implemented death EXP mechanic WHICH DOESN'T MAKE SENSE combined with their absurd EXP gain penalty in place for above level 95.

The only thing that the current implementation succeeds in us showing their ineptitude and lack of confidence in their content AND danger/reward ratios implementation.

Level 100 stopped being a "goal" as soon as their original "vision" was BYPASSED with the 1st such accomplishment taking MONTHS versus YEARS.

Instead of sticking to the their "vision" they conceded in the worst way (they could have easily made each level past 90 require 2-3 times the EXP of the previous level since then, 1.0 era I mean, and 100 would have still remained their "precious chase goal"), removing the interaction ENTIRELY between danger/reward for first 5 acts these days, and providing a smaller "slap on the wrist" for the next 5, culminating with a small inconvenience past the 5 acts until level 95, where suddenly their schizophrenic tendency is further exacerbated by having an arbitrary additional EXP gain penalty "to make the chase goal longer"...

This comes from the same devs that are inept enough to properly add high level content - the 10% death EXP penalty is still a problem because they didn't add content past level 90, even though Delirium league showed they can actually implement better danger/reward ratios - Simulacrums are difficult and dangerous and actually EXP rewarding at level 99 - which is even more disheartening when we consider all the "easy mode" content provided to FAST TRACK to level 100.

Sorry to break this to all the community, but level 100 was no longer a "chase goal" since Harbinger league, there are less than 24 hours 1-100 "achievements", which makes this a hollower accomplishment than ever...

When was the last time anyone leveled vs high end game content WITHOUT BURSTING bosses?

When was the last time you saw a streamer taking a dual wielding RT non-DoT damage scaling to current high end game encounters AND LEVEL TO 100???

Please, PoE can be played as an ARPG, heck, even as the most difficult ARPG on the market, but sadly it's also currently tuned as the BEST "PEW-PEW ZOOM-ZOOM ARCADE SHOOTHER CLICKER HEROES" FIASCO - which is funny as the devs want to address that...

Their way is sadly one of the worst options, and until they understand they need to drop their "we ALWAYS know best" attitude when they clearly don't, PoE and PoE 2 will forever remain far from their true potential...
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 Sep 22, 2021, 3:17:45 AM
"
sofocle10000 wrote:
Bah, the devs placed a badly implemented death EXP mechanic WHICH DOESN'T MAKE SENSE combined with their absurd EXP gain penalty in place for above level 95.

The only thing that the current implementation succeeds in us showing their ineptitude and lack of confidence in their content AND danger/reward ratios implementation.

Level 100 stopped being a "goal" as soon as their original "vision" was BYPASSED with the 1st such accomplishment taking MONTHS versus YEARS.

Instead of sticking to the their "vision" they conceded in the worst way (they could have easily made each level past 90 require 2-3 times the EXP of the previous level since then, 1.0 era I mean, and 100 would have still remained their "precious chase goal"), removing the interaction ENTIRELY between danger/reward for first 5 acts these days, and providing a smaller "slap on the wrist" for the next 5, culminating with a small inconvenience past the 5 acts until level 95, where suddenly their schizophrenic tendency is further exacerbated by having an arbitrary additional EXP gain penalty "to make the chase goal longer"...

This comes from the same devs that are inept enough to properly add high level content - the 10% death EXP penalty is still a problem because they didn't add content past level 90, even though Delirium league showed they can actually implement better danger/reward ratios - Simulacrums are difficult and dangerous and actually EXP rewarding at level 99 - which is even more disheartening when we consider all the "easy mode" content provided to FAST TRACK to level 100.

Sorry to break this to all the community, but level 100 was no longer a "chase goal" since Harbinger league, there are less than 24 hours 1-100 "achievements", which makes this a hollower accomplishment than ever...

When was the last time anyone leveled vs high end game content WITHOUT BURSTING bosses?

When was the last time you saw a streamer taking a dual wielding RT non-DoT damage scaling to current high end game encounters AND LEVEL TO 100???

Please, PoE can be played as an ARPG, heck, even as the most difficult ARPG on the market, but sadly it's also currently tuned as the BEST "PEW-PEW ZOOM-ZOOM ARCADE SHOOTHER CLICKER HEROES" FIASCO - which is funny as the devs want to address that...

Their way is sadly one of the worsts options, and until they understand they need to drop their "we ALWAYS know best" attitude when they clearly don't, PoE and PoE 2 will forever remain far from their true potential...


Nice rant! your level 100 Juggernaut gives the right to make such a rant. :-)
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
"
Turtledove wrote:
Spoiler
"
sofocle10000 wrote:
Bah, the devs placed a badly implemented death EXP mechanic WHICH DOESN'T MAKE SENSE combined with their absurd EXP gain penalty in place for above level 95.

The only thing that the current implementation succeeds in us showing their ineptitude and lack of confidence in their content AND danger/reward ratios implementation.

Level 100 stopped being a "goal" as soon as their original "vision" was BYPASSED with the 1st such accomplishment taking MONTHS versus YEARS.

Instead of sticking to the their "vision" they conceded in the worst way (they could have easily made each level past 90 require 2-3 times the EXP of the previous level since then, 1.0 era I mean, and 100 would have still remained their "precious chase goal"), removing the interaction ENTIRELY between danger/reward for first 5 acts these days, and providing a smaller "slap on the wrist" for the next 5, culminating with a small inconvenience past the 5 acts until level 95, where suddenly their schizophrenic tendency is further exacerbated by having an arbitrary additional EXP gain penalty "to make the chase goal longer"...

This comes from the same devs that are inept enough to properly add high level content - the 10% death EXP penalty is still a problem because they didn't add content past level 90, even though Delirium league showed they can actually implement better danger/reward ratios - Simulacrums are difficult and dangerous and actually EXP rewarding at level 99 - which is even more disheartening when we consider all the "easy mode" content provided to FAST TRACK to level 100.

Sorry to break this to all the community, but level 100 was no longer a "chase goal" since Harbinger league, there are less than 24 hours 1-100 "achievements", which makes this a hollower accomplishment than ever...

When was the last time anyone leveled vs high end game content WITHOUT BURSTING bosses?

When was the last time you saw a streamer taking a dual wielding RT non-DoT damage scaling to current high end game encounters AND LEVEL TO 100???

Please, PoE can be played as an ARPG, heck, even as the most difficult ARPG on the market, but sadly it's also currently tuned as the BEST "PEW-PEW ZOOM-ZOOM ARCADE SHOOTHER CLICKER HEROES" FIASCO - which is funny as the devs want to address that...

Their way is sadly one of the worsts options, and until they understand they need to drop their "we ALWAYS know best" attitude when they clearly don't, PoE and PoE 2 will forever remain far from their true potential...


Nice rant! your level 100 Juggernaut gives the right to make such a rant. :-)


Not even "ranting"...

That Juggernaut - for which I "grinded the required EXP to get to 100 from 99 about 3, yes, you read right, 3 damn times as I died around 20-25 times at level 99 => sue me for playing SOLO, MY OWN BUILD, MY OWN WAY, WITH UBER HARD MODE ON AND VERSUS ALL THE END GAME AVAILABLE, ESPECIALLY AFTER THE DEVS MANAGED TO LAUNCH BESTIARY AND SYNTHESIS IN ABYSMAL STATES FOR ME - was a long time project, as it was my first character and I simply wanted to get 100 on him. THE HARD WAY. NO PUSSY OUT IN DIFFICULT FIGHTS. NO ABSURD DAMAGE SCALING. JUST SHEER STUBORNESS AND POWER OF WILL WITH DECENT SKILL/GAMEPLAY...

It was created 2.875 days ago, has a playtime of ~188 days of about 180 days of 24/7 REAL PLAYTIME, and has 1.326 deaths (around 450-500 deaths due to me trying "funny stuff" with Cast on Death before 1.4.0) - with about 20-25 deaths at level 99. I still log in on him and enjoy content as I know about perfectly what I can and can't manage on him (even after the current patch where I got "nerfed" for at most 15-20% of my total sustained damage, as flasks were a hit or miss even before)...

If that character got to 100 with me conceding the last 40-45% to simply daisy chaining T15 Beachheads (got a baby girl, and I wanted to get to 100 before she was born) anyone can reach 100, it's easy to reach 100 even simply going T16 rare corrupted maps as long as you know the content you will face and know the strengths and lacks of your character...

And as someone that spent legit THOUSANDS of hours, heck, HALF A DAMN YEAR OF LEGIT 24/7 playing a character and reaching 100 - in a way that would numb most streamers to even think about it - I know what players should be capable of...

Grinding for such a goal IS ACHIEVABLE in PoE, in current situation, as you can always "GET THE TIME ON YOUR SIDE" one way or the other...

This wasn't ever a case of "bragging", as my own personal goals of finishing most end game content "real melee" dual wielding RT non-DoT scaling, with no log out, no party, and no skipping content - timed content at <1 mil constant DPS CAN'T be completed properly in above T16 rare corrupted maps, but the devs "know better" while not even playing their game - so for me, the "Hard Mode" was already ON since 1.4.0...

That way, for me, PoE still remained an ARPG to this day...

PS: I want the original Static Strike BACK. THAT DYNAMO EFFECT ON A REAL MELEE SKILL WAS SO SATISFYING!!!
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 Sep 19, 2021, 12:14:01 AM
"
sofocle10000 wrote:

It was created 2.875 days ago, has a playtime of ~188 days of about 180 days of 24/7 REAL PLAYTIME, and has 1.326 deaths (around 450-500 deaths due to me trying "funny stuff" with Cast on Death before 1.4.0) - with about 20-25 deaths at level 99.


Reverent deep bow and a tip of the hat!
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
boring and over complicated carrot on a stick bs is only fun for so long.
the exp loss is just another wall i gave up on but im not a "hardcore gamer"
XP on death is fine, but GGG could limit the loss.

5 instead of 10%? Limit the number of time you can lose XP per map to 1? "-1-3% to XP loss on death" as corrupted implicit? Endgame bosses (elder/Sirus/shaper/uber tits/Maven/uber elder/harvest boss" could drop a new item which remove the XP penalty on death while destroying the item.
bump
Having a penalty is fine, it's the extremes of the penalty in POE that make many players just quick trying. Most players who only play a few hours a day should find it unacceptable for a game to take away 6-30 hours of progress in just minutes.... While they constantly nerf the games survivability, and adjust the game adding more difficulty and increasing the number of deaths a player should expect.


Now I don't just want to complain without suggestions for improvement:

Ideas:

-If the penalty needs to stay as is please add the ability to pause xp gain, and loss. This way when a player dies they can pause xp, and continue the attempts safely after losing the 1 death of xp. Or so they could pause XP to try content they have never seen before, and can learn it without the risk of losing 6-30 hours of work.. A buff after death could be added that would prevent additional xp loss for the next 30 minutes, again to allow the player to finish trying to beat, learn the content without losing over half a level just to try...

Preferred options in my opinion:

-Stop taking the xp from the player. No one enjoys having their progress ripped away. Instead add bubble of penalty xp (white bar) that has a max cap at 5-10% of a level. That bar must be earned before xp gain can resume. This way all progress is saved, this keeps a penalty for the death. The max cap means when a player does die to an unseen, or one-shot mechanic they won't feel like they must quit content, or be ok losing 60% of a level in under 60 seconds that took 6-25 hours to earn....

- Level Check Points - Have each 10% of a level be a checkpoint that can no longer be lost. Again the idea would be at any point you could lose up to 5-10% of a level but only once back to the last check point. The average player would still have to aim for some survivability to ensure they could hit the next check point.
"
Scyfang wrote:
Having a penalty is fine, it's the extremes of the penalty in POE that make many players just quick trying.
Ideas:


Those are nice ideas. Back in the day I had this idea of actually hindering gameplay progress (instead of character progression) if you died, but for some reason none of these 'hardcore' gamers got interested in it.

In my idea, player would lose access to playing upon death, so that he couldn't put high end maps in device and/or he was denied high end levels for a duration of a timer after dying. Maybe the cap would depend on which monster level map he died. That would've factually stopped zerging, which 'hardcore' players pretended was the problem. As you all know, the current system does not prevent zerging, it's an annoyance factor for a softcore player who like character progression. Imagine that, in a character progression based game.

Another idea I had was more similar to WoW death disorientation penalty, which puts timed penalties upon character on death. You could balance it in whatever way, but the main idea would be to lower player damage or other stats on death for a time. You could even stack these penalties, so that upon death player could still try farming some lower end maps, but if he died again in a short time duration, it'd get more and more difficult.

Of course, none of these ideas brought up any interest either, since GGG is completely happy with its own system that we tend to dislike.
Last edited by vmt80#6169 on Sep 26, 2021, 5:17:44 AM

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