How to lessen the frustration of the average Path of Exile player

Suggestion: How to lessen the frustration of the average path of exile player

Context: Yesterdey one of my friends on discord rage quits after losing all his experiênce bar that he gather along hours fighthing a boss and i realized a problem with path of exile.

Problem: The game tends to become frustrating for some avarage softcore players approaching level 90(your majority player base?).

It's notable that the experience curve slopes colossally in this range of levels, from my own experience and colleagues i've noticed that many times during post level 90 progression players get stuck when they start to die and the character stops progressing. What frustrates here is not necessarily dying (this must happen because it's a sign that the player doesn't know how to manage risk and reward and that's okay) .
The problem starts when you realize that in the last 2 hours you haven't progressed at all(besides some diluted loot that disappers on your stash): you went 8~10 maps without dying, encountered an enemy that killed you 6 times and lost 'everything' you conquered so far. THIS IS A PROBLEM
you are demotivating your player base to continue investing in to the game.

Two Solutions: The first one that I find more complicated and that I like the least is to spread the final levels into more levels, flattening the experience curve and making these experiences less frustrating/ less frequently. ( Yeah more level = more passive points = more power creep) so you would have to think in a solution to this.

The second one and the one I like the most is to insert in the game through a league an extra form of character customization (apart from the passive tree/pantheon) that rewards players for simply killing monsters (not depending on lucky drops or new levels).

*I had this ideia with the new cloak mtx from reaper supporter pack*


How it would work?: I dont know, but i have some ideas: It could be a new mastery system outside the passive tree, a 2.0 tree ? Or a system that unlock a new equipment slot while you progress in it( Earings/Bracelet/Capes ?).

I believe you could use a system like this as justification to make the game more challenging( Archnemesis?) , so you could solve the power creep with endgame improvement at same time not increasing avarage player frustration

Disclaim:
This not gonna solve tha problem compeltly, people still gonna get frustated and rege quits eventually, but i'm pretty sure this approach could lessen it alot.

Just an Ideia, sorry for english, not my first leanguage, lol. Keep the good work ggg, I'm always rooting for you.

Love you all <3
Last edited by _Vince#6605 on Jun 17, 2022, 10:57:27 PM
Last bumped on Jun 18, 2022, 4:39:14 PM
This thread has been automatically archived. Replies are disabled.
My 2c:

I think the reason of frustration comes from 2 main things:

- Side content being too rippy(Metamorph, Heist, Harvest)

- Players wanting to do Rare maps that have lots of nasty mods

Players with off-meta builds go into a rare map with 50% more monster damage, gets cursed with vulnerability or the monster is a bonebreaker with phys damage aura and crits the player...

Unless this player invested a lot into phys mitigation(which isn't easy to get) he is probably a dead player.

It's the player's own fault for not considering the danger, but then again it is so many things that can be stacked onto each other randomly that generate extremely high spike damage.

Alching a map also feels so natural, after all the player is decked out in rare equipent, so he can do rare maps... but it is very misleading.

In conclusion... part of the problem is that players want to do risky content but don't want to lose xp, that's on them. The other part is that GGG allows too much RNG by stacking AN + different auras + random curses + effects like maim, etc, resulting unpredictable damage taken.

To those struggling with xp... They fortunately created an atlas passive for that: -25% enemy damage + 50% enemy life.

Better to kill a bit slower and eventually get 10 extra levels than not to get there at all.
GGG could very easily have the same effect of having a penalty for death by changing it to a reward for surviving.

I always thought a better mechanic would be to not remove XP on death, but give some sort of "XP Bonus" for every map you complete without dying up to some finite +% XP that would match the XP gained currently in higher levels.

Current = -10% XP Per Death

New = Reduce overall XP gain above 90 (slower if you have no XP bonus) + X% XP rate per map completed without dying (up to 10?)

Would be a great way to make want to people not die, but also not make people that die a bit rage too much.

Could accomplish the same goal to get people to build defenses.

Just a thought.
"
Prizy wrote:
GGG could very easily have the same effect of having a penalty for death by changing it to a reward for surviving.


10000000%. It's weird. Chris was always saying how he didn't want to encourage 'negative experiences' with PoE regarding item design or skill usage, but the game itself has one of the most negative experience systems I've ever seen.

PoE is stuck in the dark ages and not in the cool 'they sure don't make them like they used to' way. In the 'we will torture you until you'll do anything to make it stop' kind of way.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
Stroggly disaggree. Penaly chslenged plyer to actully like it, profesonaly xp just dont die. Theirs carfully balancd 'close yor eye' tierd if plyer pathofbudding optimzed pistitive chaos restace,speling supresion physics mitigaytion,and tft craftered tailwound doubly coruptizized boot.

If you takeaway chalenged xp, many pros littlly would leeave.
Xp penalty alone is the reason GGG should pay players for pushing through this mess, not the other way around. Such steep penalty amount would be justified for a very polished game, where player can see dangers and their telegraphs clearly and is provided with potential counterplay for all of them.

Here, Sirus can spawn 2 rotating beam crosses at once, Maven's nucleus may detonate off the arena center, Exarch rolling meteors may spawn holes unlucky with no way out, number of other boss/miniboss skills have no telegraph at all, AN mobs may roll guaranteed death combos even before colliding with side content mechanics, list goes on.

With the only counterplay being "cap every defense layer possible and pray that RNG would spare you".
Last edited by Echothesis#7320 on Jun 18, 2022, 3:32:11 AM
GGG wants to cater to the top 1% of the hardcore players playing this game. So just stop spending money and speak with your wallet. Quit giving them money and see how much money they can make off the top 1% who have all the stash tabs they will ever need.

Without new players and the casual crowd they will start to bleed money quickly. And once a game comes out that's worth leaving PoE for they will really start to feel the hurt. They got a taste of what that will be like with Lost Ark, they just were lucky they screwed up the release so badly. Not to mention the horrible time sink it was. But GGG should learn from that and actually stop making the game harder to please the top 1% of hardcore players. Oh and the dumbest thing they ever did was make Act 1 harder. It's like they are trying to shoo away any possible new players.
this "extra incentive" already exists, it's your gems not being affected by your fuckups and the xp penalty.

but that's a nice thought. should there be content that affects your gem level or quality when you put the joystick in the wrong direction?
age and treachery will triumph over youth and skill!
"
vio wrote:
this "extra incentive" already exists, it's your gems not being affected by your fuckups and the xp penalty.

but that's a nice thought. should there be content that affects your gem level or quality when you put the joystick in the wrong direction?


By that logic, every problem in the game can be "addressed" by telling "it could be worse, at least there are no bosses spawning in your hideout... yet" :)

Empowering the content so much so it forces all players to cap each of armor, eva, max res, block and suppression simultaneously just because someone at the top of the food chain started stacking it that way and got OP, is shitty design, not player "fuckups", players have no choice in the matter.
is alredy ingame.many ez no penatlis. heres how to:

fuirst boot pc then go to tftft

once there be friandly

asg for 5-wayhotbeachheadgigacarrydomainrotation

close eyes once and u lvl 100

now since yu start tft since there buy gear and do your lab for ascendencything

Report Forum Post

Report Account:

Report Type

Additional Info