Get rid of the xp loss

Would be nice to give players some opportunities to retrieve a portion of the XP back to make it an interesting encounter.

Maybe something similar as D2 where you drop all your gear after death and sacrifice one additional portal to make room for your backup gear.

https://clips.twitch.tv/StupidFantasticStorkTheRinger-EtKreCQuhFsDGViQ
Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."

Only usable with Ethanol Flasks
There could be some mechanic to retrieve lost exp with regret-orbs.
"
Scyfang wrote:
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.


I like the idea's.
Edited.
Last edited by Adrianwho#5154 on Jun 14, 2023, 6:48:41 PM
Death penalty is the nº1 reason i stop playing each league (and i reached 100 several times)

- Is not challenge, just tedium

- Encourage players to not engage certain content

- Best way to lvl to 100 is farm currency > buy pure stones > run behind a group for 15 hours

Would prefer to lvl up 10x slower but not lose any progress tbh
"
kanzaki01 wrote:
This topic...

If you remove the ''only'' danger of playing softcore (xp loss), it diminishes the experience and feeling of fear. People already do not care about dying, imo the xp/death penalty should be much bigger.

:)


You could replace the XP penalty with only two (or perhaps only one?) portals into every map. Then you will also know why you should not die too often.
Do or do not. There is no try.
I always smile on the comments on this, when I see, how the xp penalty makes leveling better.

The problem is, the penalty punishes the wrong people, while the rest does not care with it, at all.

Most of the level 100s simply party rota up from 95 to 100 in a few hours with zero risk or deaths. And yes, this is called the achivement, right, leveling done, managed to not die behind the carry.

While others, who would willing to put time and effort to level to 100 are punished here only.

I never partied up, but leveled several characters to 100, with a few deaths on each levels above 95, because I had to engage with bosses, and what not. Despite knowing the game very well, suprises always comes, and it is frustrating, that each thing You engage might erase a whole day of progress.
So I stopped, could not handle the stress above 95 anymore with the recent general one-shot-fest.

Just see this league, want to level up? Sure, ~200 hours of mapping, if dies only a few times above 95. But also want to level up the blood crucible? Then just forget it. I planned my build to be ready on level 96, and have to do EGG some other way, as already had serious issues above 92, to find the balance between tha safe leveling and maximum corruption stack to progress with that too. And still now, reached halfway of 97 several times in the past week, just simply do not care with it, and engaging any content I want anytime instead, what You miss, if You are leveling normally.

As a side note, even if someone hates the death penalty just like me, that does not mean, he always just dies and uses all six portals, etc, simply just hates wasting his time. My level hundreds have not more than 30-40 deaths in total, counting with absolute do-not-care events after hitting 100. Even this league, I die rarely, but being do-not-care already, more than I would normally with leveling.

And this was always and will be forever my problem with this obsolate flat penalty system.

It just punishes those, who would willing to put into already let's say ~150 hours from 1 to 100 by mapping, bossing, etc, while the others with sub 10 hours safely behind carries just laughing.
All-time non-streamer luckless dropless rewardless tons-of-time-playing non-TFT-er 100% solo player.
So, it just turns out, we were lied to for years with the promises of a two-storied one PoE 4.0.
All these worse and worse beta leagues, all these braindead changes, all lead to this.
The Death penalty causes many Issues in this game. It forces me to play in a way to minimize risk as good as possible as soon as the XP bar is > 10%.

Riskier content is saved up and done when I leveled up or ideally be LVL 100. It completely discourages playing more difficult stuff than what I consider safe.

For example, I have a list of bosses which I avoid no matter the map tier.
"
Tombi432 wrote:
The Death penalty causes many Issues in this game. It forces me to play in a way to minimize risk as good as possible as soon as the XP bar is > 10%.

Riskier content is saved up and done when I leveled up or ideally be LVL 100. It completely discourages playing more difficult stuff than what I consider safe.

For example, I have a list of bosses which I avoid no matter the map tier.


You do get the point that without exp penalty there wont be ANY riskier content. And unless you are lefthanded playing with right hand and wearing 4 link, you can zerg nearly every boss in the game in 6 portals, so if your justification of risk is losing all 6 portals "git good" is perfectly justified.

I went into a map last night it was shaper influenced and had a few other mods I ran 90% of the content with no problem even killing boss easy . I was cleaning the last of the map when out of nowhere a blue mob hits me with 6 poison arrows from way off screen didn't even know they where there and boom dead no time to react ! I have hit the v button only to be killed in 2 seconds also exp loss . To me with all the on shots in the game it makes no sense to keep a exp loss part of the game no until you work in so real balance.

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