Xp loss isnt needed in 2022

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mrhouston wrote:
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Ydoum wrote:
exp loss prevents me from trying difficult/overtuned content -> limits amount of content I play -> causes the game to become repetitive/boring -> makes me quit faster and in turn -> spend less/no money

why would I run "x" if there is a chance I could die and have a major setback towards the next level? no, thank you.

the game simply doesn't allow for experimentation, and by that I mean checking if I can finally run the said "x" without killing myself or do I need to improve my gear.


+1, exactly.

Especially for SSF, that people play to be creative in making their own builds with whatever they can find rather than copying one. If it takes too long to find what you need, it gets very boring. You can't face what you need to to get what you need, because you don't have what you need. So you have to repeat boring content endlessly, and finding a specific content can takes a literal whole year for a casual SSF. It's just not worth it. When people see they're stuck in that, they just leave, including me.

"Reaching level 100 too fast", the usual reason given, makes no sense as one can just start another character.


This is the reason I personally dislike the death penalty. For example, I got my first Eater of Worlds encounter. I was excited but close to level 95. I went in anyway. Killed the something first boss there and entered the vines area. The safe spots got further and further apart. I thought I'll try to kill a monster before reaching the next safe spot and immediately died. I didn't go back in. I was just pissed at myself for trying the new fun encounter before reaching level 95.

Alas, GGG seems to love the level 100 chase goal and so the death penalty will probably never be changed.
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!
I think a death penalty is a necessary evil. What concerns me is the magnitude of it. 10% loss is really annoying after 90. I think the loss should scale with level, perhaps 10% to 90, 5% to 93, 3% to 96, 2% to 98 and 1% to 100.
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Thayaric wrote:
I think a death penalty is a necessary evil. What concerns me is the magnitude of it. 10% loss is really annoying after 90. I think the loss should scale with level, perhaps 10% to 90, 5% to 93, 3% to 96, 2% to 98 and 1% to 100.


I like that option. Trying to work with GGG's infatuation with the level 100 chase goal though, here's some thoughts. The 10% experience point death penalty is almost irrelevant before level 90 or 91. It doesn't really get into the level 100 chase goal grind until level 95 or 96. So maybe 10% to 90, 5% to 93 and then 10% the rest of the way to 100. That would keep intact the level 100 chase goal and those levels above level 90 where a casual player just wants to complete a build to level 93 or 94 doesn't have to avoid new content the last 30% to leveling up.
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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Turtledove wrote:
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Thayaric wrote:
I think a death penalty is a necessary evil. What concerns me is the magnitude of it. 10% loss is really annoying after 90. I think the loss should scale with level, perhaps 10% to 90, 5% to 93, 3% to 96, 2% to 98 and 1% to 100.


I like that option. Trying to work with GGG's infatuation with the level 100 chase goal though, here's some thoughts. The 10% experience point death penalty is almost irrelevant before level 90 or 91. It doesn't really get into the level 100 chase goal grind until level 95 or 96. So maybe 10% to 90, 5% to 93 and then 10% the rest of the way to 100. That would keep intact the level 100 chase goal and those levels above level 90 where a casual player just wants to complete a build to level 93 or 94 doesn't have to avoid new content the last 30% to leveling up.


The loss of progression would make the game more fun than the loss of xp. Losing all your portals a few times after an invitation (example) would make players adjust the skill tree and grind for the two more to make them able to do it.

Xp is a joke now unless ssf, can just use currency to get into an xp group. If getting to 100 is the ult goal, then this game is p2w in that reguard. In a sense of easy maps and groups you can buy.

I enjoyed pushing my crappy builds. What i really disliked most was spawning sirus with half an xp bar. Id like to fight him and enjoy my progression to getting to him, but its not worth it compared to the xp loss.

Loot is way too much on trash and way little for bosses atm, so its mostly a "risk" vs no reward.

Avoiding overtuned bosses in maps (any tier lvl in poe) just doesnt satisfy my desire as a player. If i wanted to play a chicken id load up D3

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