Get rid of the xp loss

Check this out. What if you had a checkbox when you create a character (similar to the SSF checkbox) for "No Death Penalty". If you have that box checked, then that character's max level is 95.
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Zerber wrote:
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Wladicorist1 wrote:
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Tainted_Fate wrote:
aLl aTtaCks aRe WeLL tElEgRapHeD
Spoiler

this cracks me up everytime :D
*death is avoidable sooo ez man you just have to "GIT GUD"*
i mean how in malachais toenail are you able to tell where the next "oneshot" is coming from? like how can people still go to the "FEEDBACK&SUGGESTION" subforum and tell others that give feedback about a super garbage game mechanic
that their opinion is garbage and that theyre punished fairly LMAO :D

sounds kinda like a out of context rob or anonymous :D


You can watch mathil stream, he doesnt die all the time weird isnt it?

lmao, mathil? that noob streamer? obviously he dies all the time because he hasn't reached 100 lvl on any of his chars
https://www.pathofexile.com/account/view-profile/Mathil/characters
dead game
bring back 3.13
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Revnaut wrote:
Check this out. What if you had a checkbox when you create a character (similar to the SSF checkbox) for "No Death Penalty". If you have that box checked, then that character's max level is 95.
^

would definitely +1 this, nice idea
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bex_HB wrote:
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Revnaut wrote:
Check this out. What if you had a checkbox when you create a character (similar to the SSF checkbox) for "No Death Penalty". If you have that box checked, then that character's max level is 95.
^

would definitely +1 this, nice idea


Haven't heard that one before. I like it!

+1
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!
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Revnaut wrote:
Check this out. What if you had a checkbox when you create a character (similar to the SSF checkbox) for "No Death Penalty". If you have that box checked, then that character's max level is 95.


Its already easy tho, naturally leveling to something like 92-93 then running a bunch of t12-13 maps which aren't triple curse + crit + beyond, and you're 95 in no time, ssf or whatever. The real idiocy starts after 95. and its purely optional.
"Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019
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dW2005 wrote:
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Revnaut wrote:
Check this out. What if you had a checkbox when you create a character (similar to the SSF checkbox) for "No Death Penalty". If you have that box checked, then that character's max level is 95.


Its already easy tho, naturally leveling to something like 92-93 then running a bunch of t12-13 maps which aren't triple curse + crit + beyond, and you're 95 in no time, ssf or whatever. The real idiocy starts after 95. and its purely optional.


Exactly, this is my point. Most of the arguments I hear against the penalty are that it removes hours of progress and feels terrible.
So here's the kicker. Level 95 isn't trivial, but it's not a huge grind either. I think it's a good balance. After you hit 95, your exp stops going up. No more progress loss, no more bad feelings.
The only thing you're really missing out on is 5 points, which don't matter unless you're really min maxing.
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Revnaut wrote:
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dW2005 wrote:
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Revnaut wrote:
Check this out. What if you had a checkbox when you create a character (similar to the SSF checkbox) for "No Death Penalty". If you have that box checked, then that character's max level is 95.


Its already easy tho, naturally leveling to something like 92-93 then running a bunch of t12-13 maps which aren't triple curse + crit + beyond, and you're 95 in no time, ssf or whatever. The real idiocy starts after 95. and its purely optional.


Exactly, this is my point. Most of the arguments I hear against the penalty are that it removes hours of progress and feels terrible.
So here's the kicker. Level 95 isn't trivial, but it's not a huge grind either. I think it's a good balance. After you hit 95, your exp stops going up. No more progress loss, no more bad feelings.
The only thing you're really missing out on is 5 points, which don't matter unless you're really min maxing.


Ehhh... that's just ezmode though. There has to be SOME tradeoff for choosing to play the game in Easy, like making the level cap 80. A level cap of 95 isn't a tradeoff when that's more than anyone needs to fully clear all endgame content.
Last edited by ARealLifeCaribbeanPirate#2605 on Nov 24, 2021, 3:46:48 PM
XP loss makes it so if you aren't using a meta build or are a casual player there is effectively a point you will reach where your leveling progression grinds to a complete halt, making further build upgrades nearly impossible and any game progression exceedingly difficult. this causes the game to become not fun to play and that player will then probably quit out of frustration. as a filthy casual, the above has applied to me numerous times. i have never reached level 90 and the endgame in POE has always been off limits to me. i do think there should be some manner of penalty to dying, it shouldn't be meaningless, but i don't think xp loss is the right choice.
Last edited by Kalus_Konkwest#6177 on Nov 25, 2021, 4:42:06 AM
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stalkingjackal wrote:
i'd rather have them keep the xp loss but get rid of stupid one shot mechanics instead


That too. I'd say cap the maximum losable XP at 10pct of total for current level and session, after that no more XP loss.

The one-shot thing needs to go, and go for good - no matter one's skill, def or damage rate, that one shot is still a right royal pain in the rear-end, and especially if the hit is unavoidable, in some cases due to lag.

From personal experience, button/key mashing just to trigger blink is not fun, and then it only activates seconds later.

Stuff like this makes players quit for the season and/or resign the game permanently...

My suggestion for dying multiple times is a simple loss of currency.

The simple fact that the XP loss is so high is a literal brick wall in one's POE career - it literally causes a person to throw in one's lot and quit, should the objective not be to GROW the player base than just retain?

What better way than to make the game more accessible by lessening the punishment, or as another possibility, add tiers of difficulty, so even though the storyline is done, by raising the diff, it becomes more challenging and thus replayable.

Last edited by iainmarais#6019 on Nov 27, 2021, 11:39:04 AM
In the past, when t15+ maps were very hard to sustain my position was against losing xp when dying but not anymore.

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