is the xp lost on death a good design ?

Hi,

I see nobody talking about this, maybe it was a topic for debate back in the days. But is xp loss on death realy a good design ?

As a casual, I feel this specific mechanic is making me not want to try things.

I can't learn to fight bosses because i'm losing hours of xp everytime I die. I think portals and boss frags are enough of a loss.

It bothers me because the most profitable way was to just pay somebody to run the boss for me.

I know there's omen, I know you can throw currencies at someone for xp boost or wait a fresh level to dump your boss fragments. But none of these sound exciting to me.

I suggest maybe :

- the possibility to turn off xp loss at the cost of less xp gain
- turn off xp loss when fighting bosses

Last bumped on Dec 6, 2024, 11:17:32 AM
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Honestly if you lost no exp while fighting endgame bosses/maven invitations that would be an amazing change. And you're not alone, a lot of players just have to play in this weird way of avoiding any endgame boss until they level up, because if you fight something like Sirus you might easily die and lose 10% at like lvl93 and that's never fun.

People have discussed exp loss a lot before already, I think even I made a post about it a while ago. I think its just an outdated mechanic, as you said losing portals and the currency those fragments cost is already enough of a punishment. Losing an entire map for dying 6 times is already bad enough. No need to lose an entire day's worth of exp if you're like lvl98 and some bad combo of archnem+map mods or whatever league mechanic kills you suddenly.

The maven invitations like breachlords and the feared are also especially bad. And stuff like Cortex,edler,shaper and all the guardians. I never ever do them if I care about my exp and I want to level up because I need those skill points to complete my build's skill tree.

So +1 I think either exp loss should be disabled at least in endgame bossing encounters or removed altogether. Because why have a punishment for death such as exp loss in softcore? People choose to play that mode exactly because they shy away from hardcore and don't want to be punished harshly for dying to a random 0.1 second oneshot.

And again, portal loss and losing your entire boss invitation(or worse an entire maven invitation so you have to buy and run all those bosses and get them witnessed AGAIN) is bad enough. No need to add exp loss on top of all of that.
Yes it's definitely a good design even these days. While it's already fairly easy to not die or level to 100 it still adds a bit touch to the game as it prevents brain dead gaming by face rolling your way to max level by corpse rushing content with terrible designed glass cannon builds.

Without a penalty defense would have little to no value as you can just corpse rush everything.

I would even say that the one portal way of PoE2 would fit well into PoE1, rewarding players with a good character more than the low to non optimized full dps zhp builds, or make it more than 10% to counter the insane exp gain these days lol.

D3/D4 and various other games are a good example that it's bad to not have a penalty.
Flames and madness. I'm so glad I didn't miss the fun.
And getting to lvl100 has been harder and more boring than ever since they deleted the exp scarab, now the only way is to either buy 5-way legion carries and play in 800x600 resolution while afk-ing or doing sanctum all day. It just makes me fall asleep lol, at least with that scarab it was fun and you could make some The Fortunate card sets+breachstones while doing it in Dunes. That was the most fun I've ever had getting to 100, way more fun than running 50 sanctum tomes at lvl99 because you get 2% per run. Exp as a whole is in a terrible state in this game, its unacceptable that the best way to level is to pay for a legion 5-way carry.
The only xp loss i could agree with removing is for bosses/invitations.
Regular mapping xp loss is just part of it and it needs to exist. We don't want people to feel like their first task of the league is hitting 100.
plz there are already 100 topics on this.
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SerialF#4835 wrote:
plz there are already 100 topics on this.


I mean there's a good reason for that. A lot of players are unhappy about exp loss. It just feels bad to die and lose hours and hours of mapping exp. Then you end up with lvl20 gems when you're lvl89 lol

Some people actually ragequit if they die like 6 times to Sirus and lose all of their 55% exp at like lvl96, this could be easily avoided with a few small changes. Its an archaic outdated mechanic that doesn't really work in modern games. And poe already has a punishment for dying in softcore, multiple actually: losing your whole map, losing all the loot in it, losing your boss invitation and all the currency/time it took to farm that up. That's more than enough, exp loss is just pointless.


Clearly it needs to be changed if so many people complain about it again and again. Like nobody is even asking to get to 100, I just usually need lvl96-98 for all my points and I quite literally cannot get to it with solo play, I have to get like chayula breachstone rotas, or untainted paradise groups or legion 5-ways just to get to that level because I lose more exp per hour from dying than I get by mapping.
If outdated mechanics also consist of no rmt or pay to win, then i would say thats not a bad thing. if you die enough to have lvl 20 gems really early then your build is the problem, not the game design philosophy.
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If outdated mechanics also consist of no rmt or pay to win, then i would say thats not a bad thing. if you die enough to have lvl 20 gems really early then your build is the problem, not the game design philosophy.


You can't just blame the player or their build for every badly designed thing in a game. Exp loss is just bad.
Its your opinion that xp loss is bad design. Thats because you play builds with no defense. Totally your fault.

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