It's time to remove XP loss

I enjoy the death penalties. =p

They add tension and drama - especially as you close in on 99 and 100. You are forced to stay alert, play cautious and be careful when rolling your maps.

I also think it rewards clever gearing, intelligent character building and knowledge of the game's mechanics.

To be blunt, there should be some things that are gated behind very large difficulty gaps - this gives people who truly want to challenge the system something to grind away at.

No build needs 100 - 100 is a trophy. It shows you mastered character building, map mechanics or the PoE economy itself. (I.E. powering through the content with your strength, rolling safe yet good exp maps or buying overpowered gear/carries with lots of currency).
Last edited by Sabranic_SilverDeth#2793 on Sep 22, 2023, 8:34:36 PM
Just died at level 99 at 95% xp. 100% correct to lose xp for that. I will do better tomorrow :)
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innervation wrote:
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Xebov wrote:


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So those are your real choices.

Play hard content for great exp, but risk dying.
Do easy content but level slower.
Get better at piloting your build so you can do the good exp content but not die.
Improve your character so you can do the hard content for great exp without dying.
Roll an alt to do the same as above.
Accept that you've hit your character's (as currently constructed) level max and keep playing.
Accept that you've hit your character's level max and quit.

Or the worst one of the bunch imo, despicable in every way

Spoiler
pay for exp carries
I am glad that there are some players knowing what is facts and use common sense. You are totally right in what you wrote. And it is also easy to see. You even took the worst (our view) opinion in the text, but spoiled it - yeah, don't put more bad seeds in other players head - they can eventually destroy PoE2 if we don't slap GGG a bit so they realize what they are and have been doing since the release.
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Sabranic_SilverDeth wrote:
I enjoy the death penalties. =p

They add tension and drama - especially as you close in on 99 and 100. You are forced to stay alert, play cautious and be careful when rolling your maps.

I also think it rewards clever gearing, intelligent character building and knowledge of the game's mechanics.

To be blunt, there should be some things that are gated behind very large difficulty gaps - this gives people who truly want to challenge the system something to grind away at.

No build needs 100 - 100 is a trophy. It shows you mastered character building, map mechanics or the PoE economy itself. (I.E. powering through the content with your strength, rolling safe yet good exp maps or buying overpowered gear/carries with lots of currency).
Yes, I agree with you but this is just an opinion of the design but I think it is somewhere close to where it is. I don't play softcore so I don't lose any XP. Should I then say that hardcore is bad game design because why should I lose something if or when I am dying?

I think all and everyone should see it like this. A line from 1 to 99 and those numbers are just showing different directions and nothing else. 1 is where you never lose anything, you can't even die and (if dragging it more to 0 instead you finished all game content the same time as starting to play the game). 99 is when you lose all and everything and (if we go beyond we getting moving towards 100 where you will not even make it through the first mob ever).

The ultimate game design (if it was not a multiplayer in the same world) should have been to let the player choose exactly everything that can be editing. The worst is when you have no choice at all means not choosing gear, what mob you should try to fight and so on. Close to a movie (no, it is a movie, but the movie itself can be a good one).

Football Manager is close to give the player everything, play it as the game is designed or chose as much you want. Edit things, even in game editor (add on).

This game has done it as close to the best they can. You chose (and can chose them all in same game) one of the seven classes, You chose what to aim at in offensive and defensive. You are free to go wherever you want in skill tree (but not free to chose exactly where to start, but I get to that) and what content you wanna do and almost everything that is not ruining the game in either direction.

They also let you chose softcore or hardcore and then ssf or not and even has a ruthless mode on top. So we can all chose the difficult level we wanna play. But every one of these paths has a reward and if we want a certain of them we need to change how we wanna play it but it is a choice of freedom.

What servers could be added to give players even more freedom? I would see a choice of a totally hidden and randomized skill tree (one or two step ahead would be shown) and in this mode you cant regret any choices (or in a way that it is not possible to go in different paths just to open it up and regret, go in any other direction, regret and so on - thats why no regrets is the best i have came up with but there is better if thinking a while).

There could be a server where hardcore is one character only and when it die its totally gone and everything in that stash and you need a totally new start.

We could also have server with no penalties at all but then you have no badges showing you have reached level 100, no one else except the player can see the account characters in this server and so on.

And another server making all mobs have 1 dps and 1 hp while the player from start get 1 billion dps and 1 billion hp. And that would also just be player knows only and ofc the other playing there if they wanna trade or so.


Because those players who are complaining about penalties will later complain about that the content is to hard and so on all will just keep moving in the same direction. So finally all will - no they will not - play at the 1 billion server. (The one who is thinking otherwise is not knowing what will happen.)

So when GGG is limiting things the question will be - where to put the servers in the 1 to 99 line (and also in other dimensions ofc). Imo that 1 billion server is better than anything between the server today and the 1 billion. Tiny steps will ...

Cheers! This was my warm up for todays battle in the game!
Scheduled reminder: with todays balance, death penalty is not a stimulator for "bad players" to "git gud", it is an unavoidable frustration like tropical rain. Running juiced content is enough to know that you will die, and you won't know a shit about why or how exactly that happened.

For game designers, expecting players to record their gameplay and review it in slow motion is as naive as to think anyone actually reads tiny text of AN mods (even hovering mouse on 1 mob is luxury, and gets you killed). Instead, most players will perceive 0.5 sec death from full eHp as random puke and will simply keep trying without changing their builds, then get frustrated with the game.

Add to it the fact that AN mods are designed to completely brick builds. Whatever build you choose, eventually you will encounter something either nearly immune to your damage, or piercing your defenses, or debuffing your offense, and as you cannot realistically read their mod texts in advance, you steamroll until hit a rock and die.

TLDR: current penalty has nothing to do with fair play and learning, it is merely another perk for elitist minority to show off, and should be relaxed for the sake of majority who just wants those few extra passive points to hit 1 extra mastery.
Don't run juiced content if you're trying to level? Don't blame game for your terrible choices?
There is a special consumable which helps with that.
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Anonymous1749704 wrote:
Don't run juiced content if you're trying to level? Don't blame game for your terrible choices?


Do you have any idea how many white maps it takes to get from 99 to 100? It is masochistic time waste even by ruthless standards here, and not what I need from a video game in the first place, have better things to do with my time. May come as a surprise, but this very concept (stop doing what you may like in order to eventually grind through unavoidable penalty) is an example of how modern games should not be designed.

Progression should be continuously scaled as content scales, not vice versa. And if you as a developer are going to give user a choice through different types of content to play (league mechanics), it is on you to make sure all this content offers approximately equal character progression given average character strength, not balance it around 50M dps totem builds.

GGG themselves made an environment where "average" is meaningless, by allowing wild dps scaling, yet penalty still remains on 10 years ago levels, as if we are still talking about slow and precise combat of old poe, as opposed to zoom-zoom-dead you have to play now.
how about they only enable exp loss starting at level 95+ then the exp loss will increase 1% every level up to lvl100 or if you guys are really sadistic af increase it 5% per level no offense.

Also, I want to know how the leeching service veteran players(I assume most of them are vets) are offering how does it work? You just sit inside the dungeon they clear it for you, then you level up like entering the hyperbolic time chamber? I just wanna know, coz I haven't join a party or a guild ever.
Last edited by Inaudax#3672 on Sep 24, 2023, 8:21:00 AM
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Inaudax wrote:

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Also, I want to know how the leeching service veteran players(I assume most of them are vets) are offering how does it work? You just sit inside the dungeon they clear it for you, then you level up like entering the hyperbolic time chamber? I just wanna know, coz I haven't join a party or a guild ever.


5-way service is afk, and thus adds another layer of "this is a joke" to this whole situation even after recent nerfs to exp it grants. There are 2 leaders: kinetic blast dps which wipes 4x4 screens worth of space in less than a second just standing in place and casting, and aurabot which provides more dps to kinetic blast and more defense to other party members: 4 clients/leechers. Aura bot is also responsible for resetting monsters waves every 1-2 seconds while dps leader wipes each wave

As a client, you need to get yourself 75% chaos res (the only thing aurabot cannot give you), and stand next to others at the center of location. From there you can go afk for several minutes until encounter ends. If your PC struggles with ensuing mess, open atlas screen so it won't be rendered. You can also equip empower/enlighten gems in all your sockets so they get leveled up and you can possibly get back what you paid for 5-way service if any of these gems will be successfully corrupted to lvl 4 later.
Last edited by Echothesis#7320 on Sep 24, 2023, 10:00:43 AM

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