Get rid of the xp loss
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GGG: Request denied - there will be no fun had here!
<3
- Qarni |
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" Not sure if trolling... |
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" I get that, and to some extent agree, but I have issues with its current implementation. Sometimes, I'm just going about my day, killing mobs/bosses and doing maps, and then die out of nowhere. It's hard to derive a lesson from that because I don't know if I'm just too weak, if I just got unlucky and can handle the fight if I try again immediately, or if I got really unlucky and died due to something outside of my control (offscreen hit, crazy crit from normal enemy, disconnection death). I can guess at which is the case, but I can't *know* whether I should dust myself off and go back in immediately, or whether I'm just going to get destroyed. Of course, I have encountered fights that I know will kill me if I try them again, and I tend to avoid doing them again. " Depending on the circumstances, I might rather give up the items I got while in a given map than 10% XP, but that's just me. In a crazy lucrative map, I'd probably rather take the XP hit. The weirdest thing is that the XP penalty makes for a bizarre incentive while playing - take ridiculous risks right after leveling and play insanely conservatively when at 90+% to the next level. Maybe they could do something like let you get to the spot where you died or kill the enemy responsible for killing you to regain some or all of the lost XP? In that case I could make a reasonable second attempt at a fight if I think I just got unlucky, and only get really punished if I'm totally off base? Otherwise I would welcome "Training wheels mode for people who can't beat A5 Sirus because they insist on playing SSF RF" mode. But I'm weird like that. |
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" Ok I sign up for losing all items but not the xp! I would just have sold the 4 ex map then instead of running it, with my rng it actually would be better anyways then running and trying a map out myself. |
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^90% of the time, thats true haha! Selling is usually going to net you a better return on ANYTHING.
I guess it boils down to my own personal preference: getting to 95 is no problem, if you map regularly with a decent build you will hit 95 pretty quickly without doing anything special (including deaths). Beyond that, it really doesn't matter to me. So this 10% death punishment doesn't interrupt my gameplay at all, whereas any other punishment would be far more severe. Last edited by jsuslak313#7615 on Sep 1, 2021, 7:50:39 PM
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" right everyone who complains about certain mechanics is trolling :D not sure if you troll tho xD "There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019 |
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The XP penalty is pretty meaningless until one gets into the mid nineties level. The purpose of the penalty is not really to punish people. It is really to make getting to level 100 a chase goal.
GGG decided long ago that having this level 100 chase is worth more than the cost of irritating some players with the XP penalty. I really don't think GGG will ever change their mind on this. 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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To be fair it is one of the most requested changes in the game. And there is good reason for it. If you had a combat log to see what killed you then i would say you have the tools to make informed choices to not die. Without a combat log some deaths are head scratchers.
I agree that you get XP fast enough at lower levels for deaths not to matter too much, but as you get over 90's it hurts more and more. That is the issue, the number of people who in mid 90's start to play uber defensive mode so they don't die does not make it more fun. I think 10% at high levels is way too much when you look at how long it takes to gain the XP. It needs to be 1% xp at level 99, 2% at level 98 and son on until it hits 5%. By doing this you will find more people enjoying content, it is still a massive grind to 100. More people playing is good for the game, putting people off playing isn't. |
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remove the exp loss, kill the game.
everyone wants simpliicy/easy mode now because so many developers not only cater to this mindset but reinforce/program it into their players, POE is not that type of game and hopefully never will be. There are ways to combat the exp loss but it will have to come at a cost, i have posted many times about this.. Have a consumable item that has several tiers ranging from 5-10% exp loss reduction all the way up to say 90-100% reduction in lost exp depending on the tier.. These items would craft into higher tier items at an unfavorable exchange rate ex: if the lowest tier gives 10% exp loss reduction than 3 of them would only give a 20% exp loss reduction item. The items would be consumed upon death and it would use either the lowest or highest one in your inventory depending on how cruel ggg feels. They would be just under the rarity of an exalt for the lowest tier and below a mirror for the final tier Innocence forgives you Last edited by SilentSymphony#3358 on Sep 2, 2021, 3:27:21 AM
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This discussion has been had 100 times before.
I think the discussion is just a sign of the times. Gamers these days, whether they'll admit it or not, are used to being held in their hands through a lot of their gaming experience. Nothing wrong with that. But Wraeclast isn't meant to be a "forgiving" environment. PoE has always embraced the fact that there's no sense of accomplishment if there's not a possibility to fail. Do I think that the XP penalty should be removed? No. Do I think it's perfect? No. I would like some sort of D2 mechanic, where you're able to retrieve at least some of your lost XP - if you manage to kill what killed you or retrieve your corpse or whatever. Bring me some coffee and I'll bring you a smile.
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