Utterly frustrated by the 10% death penalty. Again.
" Dude, even D2 had a way of getting Xp back: corpse runs. That's what is most baffling to me with the overly punitive, restrictive, *and yet original* feature of rawdog xp loss: it doesn't even fit the golden rule of 'if D2 had it, PoE must have it'. But PoE doesn't have player corpses so that was that. Titan Quest has gravestones: touch em, get some experience back. Still came well before PoE. So just this once, we can't even say that PoE was just doing the ARPG thing. For some possibly sadistic reason, GGG just went there. And they know turns a lot of players in pussyfooted wimps because not everyone plays at a speed or level of efficiency where regaining 10% experience is quick or easy. I don't use the word much but I straight up hate PoE's experience penalty and always have. I defended a lot of its design quirks for years, but that one I derided from beta onwards. It is lazy design that should have been improved before or not long after release. I find in unforgivable that instead of improving their game they just let players come to accept that this was normal and fine and anyone with a problem clearly isn't playing the game right. That sort of attitude is why PoE has such a reputation for being hostile to newcomers, which makes me really sad because during beta and for a while after, we were so happy to be seen as a refuge for disappointed D3 players and others who saw what PoE could do for character diversity and just...wanted to swim in its nigh endless glory. Little did they know that at some point there'd be a riptide and instead of the strong swimmers saving the weak, the strong swimmers just point and laugh at them and say swim stronger lolololol It sickens me. And they said *I* was bad at PoE. At least I made it out of act 1 and know how to use the /dnd function. El oh fucking el.
I am Path of Exile's biggest whale. Period. |
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You don't have to run rotas to hit level 100. You can do it in maps and it doesn't take THAT much effort as people make it so. I hit 100 in 3.19 without too much trouble, the only level that felt kinda long was 99 - 100.
I focused on mechanics that add monsters to the map, as killing more monsters means more experience. I juiced Breach and pack size and ran maps like that, made a ton of currency as well, because Chayula sextants were just about 30-40c each - and they made all my breaches belong to Chayula. Which gave me an insane number of breachstones when running them with full Breach altas spec, high pack size and gilded scarabs. A set of 10 sextants (contains additional breach + breach is chayula) gave me like 50 chayula breachstones. You need to build your character as it would be a HC character - you don't want to die. Except the punishment for failure is just 10% xp loss, not a character loss. Archnemesis was removed, what else do you guys want? |
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I don't see any issue with the exp penalty, and I think the game would be failing if deaths didn't feel punishing. Whether deaths themselves currently feel fair or not, is however up for debate.
After two previous slightly too lethal AN patches, I think the lethality of the game is in a pretty good spot, and it's unrealistic to expect much better in modern PoE. Unfortunately we'll never get very good encounter balancing, unless GGG is willing to take massive risks with PoE2. The single issue with balancing the game is that player strength scales too much, and makes it almost impossible to hit sweet spots of intended difficulty. The only solution to this is hard nerfs to virtually every single modifier in the game, to keep player strength closer to a manageable baseline. Problem is, too many people tend to like power fantasy level builds, so the chance GGG would change that is near zero. |
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Imagine crying about 10% in softcore :))
3.15 was a joke. 3.19 was a disaster. Archnemesis/Ruthless/Crucible(Archnemesis 4.0?) - worst ideas. Ruthless is a joke, a waste of resources. PoE2(exilecon version) was super disappointing.
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" Definitely NOT this: " Why do I have to change my build? I want to play it the way it was designed If they want to keep penalty so badly, make it 1% at 95-100... |
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