It's time to remove XP loss
" See this is why everyone gets told to git gud because you actually believe what you are saying and it simply isn't true lol. Not the part about needing portals to get better that is perfectly legitimate but the number of players that think you have to play OP shit to make a build that doesn't die is excessive. What they want is to be able to progress their level while not giving a shit, which happens to be opposite to what the developer intends - this is why its wrong to call it an outdated mechanic its simply an outcome mismatch between how X wants to play and Z wants you to play. I want to play old EQ and use strike skills without terrible animations but much like above my desire for X doesn't fit the developers Z :p |
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" Just to expand on this: - Grab a pathfinder - Grab as close to 100% phys taken as ele as possible (taste of hate, cloak of flame, 16% on helmet, 1mod watcher's eye) - Use 3 flagellant ele flasks with flask mastery to heal 4% on use - Cap spell suppression - get poison prolif or asenaths for explody - focus your atlas tree on pack size, no difficulty (wandering path + growing horde or grand design). Your abilities don't matter, you don't need movement skills or mechanical skill yourself. It doesn't get much easier than that. Alternatives where abilities also do no matter: - Champion + Forth Vow + Divine Flesh - Aegis Aurora + CI + Incandescent Heart + Block - Chieftain + Dawnbreaker + Ruby Flask + Maxres All of these setups are 3div/600c maximum. |
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Exp loss is horrible for a game with bad performance, lots of rubber banding, broken stackable modifiers, always online, the necessity of a atrocious amount of both damage and defense to be able to do high level content without dying and fast enough to be able to level up. With a shitty build you can hit lv 90, but after that it becomes such a nightmare, i've already lost about 2 times the xp needed to level up from 92 to 93 and 80% of these were due to broken rares, rubber banding and one-shots that i can't explain because the game doesn't have a death recap. I have lots of defensive layers with good amount of ES, but its never enough in this game.
If at least the game wasn't so broken, people wouldn't be that mad about losing xp when dying. When i die because i played it wrong i accept the loss, but whenever i die because of these broken stuff its so frustrating that the first thing i think of is uninstall. I played PoE in many of its versions and honestly, sometimes they think that quantity is better than quality, but its not, having so much content doesn't mean the game is good, since overall quality is lacking in a lot of things. I wouldn't mind a year without new leagues if they took this time to fix their game and make changes where needed. |
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" Ok, 4 scenarios here. Lets round it up to 10. In a game with hundreds of skills to choose from. What if none of those 10 appeals from aesthetic point of view? Can I still be truly tanky if I don't want to play a brute with huge shield or just don't want to start as pathfinder? |
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" I don't get why you mention the hundred skills part when none of the setups are reliant on skills and some of the setups don't even have an aesthetic but if you're that set on playing baron zombies necromancer for the 12th league in a row I'd probably tell you to find a game or hobby that doesn't upset you? |
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I want more EXP loss. It is crazy that anyone can just get lvl 100 free by doing sanctums. You can't even die! It's so broken for lvling.
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As per usual in threads such as this, even as well-written as the OP is here, it gets invaded by what amounts to trolls with their "git good"s all over the place, either in few or many words.
Heck, this league mechanic itself is a good example of NOT having 10% XP death penalty, yet having a penalty for dying. This is the case in other parts of the game too, like losing portals or invitations and so forth. People have made suggestions for changing this mechanic for years and years, but it always falls on deaf ears. Just about every other mechanic in the game has layers upon layers of complexity. But death? Neh. BAM! 10% XP loss. Which for many of us can mean a whole day of gaming. Everything gone because of some random offscreen one-shot for example. It feels utterly horrible, and something really, really ought to be done about it. If not for POE 1, then definitely for POE 2. It would be absurd in the extreme to keep such an unfair and poor mechanic when making a "sort of" new game, a fresh start if you will. Introduce some layers of complexity here too, or some other form of punishment that keeps more player agency. And once again I would like to remind GGG that there is more to this community than the 40/40 chasers, the streamers and other "whales" in different forms. The 99% don't speak up or make long videos with millions of views. They rant about it now and then, gets ridiculed, and largely leaves the game forever. Not a good way to handle things. You need to analyse it and look at it from a higher viewing point, and introduce a better solution than currently. That is just about any solution that anybody can come up with, cause the current one sucks. Last edited by Pangaearocks#9280 on Aug 31, 2023, 8:43:31 PM
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Lots of delusional people in here who think getting to level 100 somehow takes skill, when it's simply a patience game.
You can sit in white maps and earn EXP for monsters that will never kill any reasonable build, but that doesn't sound like much fun to me. For example out of the 6 people I know that play, the least skilled one who still in the campaign at 20 hours, even when I gave him a Tabula, is the only one of us to hit 100 so far, because he did nothing but grind white maps for EXP one league. Losing EXP on death does nothing but limit your options of builds if your goal is 100, how is that good for the game? |
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Don't run dangerous content and you won't die. Path to 100 isn't supposed to be the "fun" part of the game.
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" Its exactly that. Exclusionary and elitist. Someone else has it and you want it. It's prestigious. It's powerful. It's alluring. Those who have it get to feel great about it - both the euphoria of achieving it and the continued glory of having attained it. That's the basis of both the item system revolving around super rare drops (+ trade) and level 100, and making it hard to hit 36/40 and even harder to 40/40. If it was easy and if everyone did it, it wouldn't feel nearly as good to achieve. |
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