10% XP loss Death Penalty Feedback!

Firstly

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dwqrf#0717 wrote:


I'm not here to invalidate any feedback...


Then proceeds to attempt to invalidate the feedback of others by deeming it due to "hurt-feelings".

"
dwqrf#0717 wrote:

just trying to show you that what you complain about is only a hurt-feeling point of view you can easily shift by accepting this is the reality of the game you chose to play, and not being happy about the design and trying to change its core mecanics according to some disconnected imagination is much more a waste of time than just leaving it for some other game holding your hand and telling you that everything is going to be allright. Because it isn't this one.


The XP loss is not a core mechanic.
Core mechanics are Enemy mobs in mixed groups surrounding and flanking you. Rare mobs having unique abilities. Boss mobs having multiple mechanics and multistages.

XP Penalty does nothing to make the actual combat harder and removing the XP penalty will not make the combat and it's mechanics any easier.

XP penalty discourages risk taking and discourages exploration and engagement with higher tier content. Why would you juice the map and lose XP (10% to 15%) when you can run safer content instead?

It makes players hesitant and cautious and encourages things like using super high DPS builds (Lightning Arrow Ranger META and Stormweaver Spark etc) to basically over-power the challenges with brute force from a whole screen away.

Is that what you regard as "improving the game"?
And when you and other elitists see players using these admittedly over-powered builds, you also have things to say about them.
"The build is broken...." etc.
"That build is OP".
"They should come up with their own builds..."
"What about build diversity...."

All of which comes around to one core concept:
The concept of Unearned power.

And the thought, the mere hint at the concept of a notion, that OTHERS might be having MORE fun than you by suffering less than you.

Why compare yourself?
You have a masochistic outlook on life? That's fine. Suffer all you want to. I support you doing you.

But don't go and demand that everyone else be as much a masochist too.
Ye the XP loss is terrible. Once you reach around lvl 90 (give or take a few levels) it gets to a point where you're "forced" to take risks and juice your waystones in order to get decent exp and loot, but at the same time you're insanely punished for taking those risks, to the point where you rather not go for it and play it safe (and doing safe lower tier waystones for 6 hours ain't fun). Losing map progression by itself should be "risk enough" imo.

Only place where reaching max lvl have some prestige is in hardcore, either lower the exp loss to 5% or get rid of it. It's qn outdated mechanic that should've stayed in the old age of ARPGs
"
EffKayZA#1861 wrote:

All of which comes around to one core concept:
The concept of Unearned power.

And the thought, the mere hint at the concept of a notion, that OTHERS might be having MORE fun than you by suffering less than you.

Why compare yourself?
You have a masochistic outlook on life? That's fine. Suffer all you want to. I support you doing you.

But don't go and demand that everyone else be as much a masochist too.


I have fun because I do only what I like to do.
I don't suffer because I don't do what I don't like to do.
I don't compare myself because I play SSF and with my own build.
I'm not a masochist because I don't force myself to do things I hate while complaining about it.
"
dwqrf#0717 wrote:
"
EffKayZA#1861 wrote:

All of which comes around to one core concept:
The concept of Unearned power.

And the thought, the mere hint at the concept of a notion, that OTHERS might be having MORE fun than you by suffering less than you.

Why compare yourself?
You have a masochistic outlook on life? That's fine. Suffer all you want to. I support you doing you.

But don't go and demand that everyone else be as much a masochist too.


I have fun because I do only what I like to do.
I don't suffer because I don't do what I don't like to do.
I don't compare myself because I play SSF and with my own build.
I'm not a masochist because I don't force myself to do things I hate while complaining about it.


I'm having fun too, even if xp penalty is left untouched, I will still play the game. The same in POE1, Xp Penalty is my least favorite aspect of the game. I've never reached level 100 (two times 99).
This is a tuning I advocate for because it fits better my playstyle or playtime, like a cherry on a cake, it's not a toddler rant as you say in your responses deleteed by you or moderation.

In the end all this feedback is just for a response from GGG. You are mostly right when you it's here for a reason, but the response from GGG is the only one that matters. Your inherited experience from POE 1 is giving you some valuable insight but I think POE 2 EA is the perfect time to try new things. And these things might turn out a good idea or a bad idea. For myself I would like to see how the game turns out with a tuned penalty for death, in terms of market and player engagement for example.
"
I'm having fun too, even if xp penalty is left untouched, I will still play the game.


I'm on the opposite side of things and i totally agree to op. I played poe1 alot, but left 3 years ago JUST(!) because of that exp loss insanity. I like to play games, for the fun. And deleting progression is not spending fun.

I'm really wondering how a company can persist on such destructive tools to devaluate player time in the year 2025. It's a thing a ridiculously small part of the poe community likes, the rest can leave. So i did. And so i will when poe2 continues this wrong direction.
"


I'm on the opposite side of things and i totally agree to op. I played poe1 alot, but left 3 years ago JUST(!) because of that exp loss insanity. I like to play games, for the fun. And deleting progression is not spending fun.



"


In the end all this feedback is just for a response from GGG. You are mostly right when you it's here for a reason, but the response from GGG is the only one that matters. Your inherited experience from POE 1 is giving you some valuable insight but I think POE 2 EA is the perfect time to try new things. And these things might turn out a good idea or a bad idea. For myself I would like to see how the game turns out with a tuned penalty for death, in terms of market and player engagement for example.


GGG knows it's an issue for some players ; (and not a game design issue). They already have ten years of feeback of people complaining about it. And I, too, disliked it very much at first. But I learnt the value and the meaning of it over time.

For PoE2, even without vocally expressing their position about it, they showed us with added concepts (one portal per map and loss of tower modifiers on death) that they want death to be even more punitive ; giving even more value to defenses, discipline and knowledge.

While tower modifiers loss may just be an understandable oversight, XP and map loss aren't. And we may consider ourselves lucky that doesn't remove the node completely from the Atlas (as planned).

The problems about the complaints are all the same ;
-they stole my progress.
-they stole my time.
-they stole my fun.
-level 100 exist to be reached by everyone
Which are all untrue because progress happens on many axis including gear, currency, atlas, knowledge & skill ; time spent is time spent and cannot ever be earned back or stolen for that matter ; fun should be enjoyed every instants, in the moment, and not validated only when you level up ; and it's not because the game has a max level that everyone should/can reach it (have you ever played Tetris ?)

So as much as one dislike a feature, it's a core part of the game and removing it would make PoE be a completely different game. It's one main reason why people play this game in the first place, even the one complaining about it even if they don't realise it. If people really want to play a game that has a faster progression system, less punitive failures, with a mandatory level max required for content : those games do exist, but it isn't this one. And those games designs exist exactly because PoE design is what it is. There is an ecosystem of games from easier to harder, and PoE is on the hard side of it.

We aren't asking for those easy games to have a death penalty ; maybe people shouldn't ask for PoE to remove it : enjoy reality and don't force your imaginary ideas onto existing designs. You may think you know the outcome of this kind of simple change, but truly, we can only suppose it compared to others games already doing so ; and imo, it's not pretty.


"
dwqrf#0717 wrote:
"


I'm on the opposite side of things and i totally agree to op. I played poe1 alot, but left 3 years ago JUST(!) because of that exp loss insanity. I like to play games, for the fun. And deleting progression is not spending fun.



"


In the end all this feedback is just for a response from GGG. You are mostly right when you it's here for a reason, but the response from GGG is the only one that matters. Your inherited experience from POE 1 is giving you some valuable insight but I think POE 2 EA is the perfect time to try new things. And these things might turn out a good idea or a bad idea. For myself I would like to see how the game turns out with a tuned penalty for death, in terms of market and player engagement for example.


GGG knows it's an issue for some players ; (and not a game design issue). They already have ten years of feeback of people complaining about it. And I, too, disliked it very much at first. But I learnt the value and the meaning of it over time.

For PoE2, even without vocally expressing their position about it, they showed us with added concepts (one portal per map and loss of tower modifiers on death) that they want death to be even more punitive ; giving even more value to defenses, discipline and knowledge.

While tower modifiers loss may just be an understandable oversight, XP and map loss aren't. And we may consider ourselves lucky that doesn't remove the node completely from the Atlas (as planned).

The problems about the complaints are all the same ;
-they stole my progress.
-they stole my time.
-they stole my fun.
-level 100 exist to be reached by everyone
Which are all untrue because progress happens on many axis including gear, currency, atlas, knowledge & skill ; time spent is time spent and cannot ever be earned back or stolen for that matter ; fun should be enjoyed every instants, in the moment, and not validated only when you level up ; and it's not because the game has a max level that everyone should/can reach it (have you ever played Tetris ?)

So as much as one dislike a feature, it's a core part of the game and removing it would make PoE be a completely different game. It's one main reason why people play this game in the first place, even the one complaining about it even if they don't realise it. If people really want to play a game that has a faster progression system, less punitive failures, with a mandatory level max required for content : those games do exist, but it isn't this one. And those games designs exist exactly because PoE design is what it is. There is an ecosystem of games from easier to harder, and PoE is on the hard side of it.

We aren't asking for those easy games to have a death penalty ; maybe people shouldn't ask for PoE to remove it : enjoy reality and don't force your imaginary ideas onto existing designs. You may think you know the outcome of this kind of simple change, but truly, we can only suppose it compared to others games already doing so ; and imo, it's not pretty.




to me the best argument in favor of "it's not gonna be change" is the fact that GGG has stated multiple times that they were creating a game that is primarily fun for them to play. I think that, if it's not some random pretty statement to look, they were clearly confronted at some point to that xp loss and were satisfied with it.

I would like some communication, nevertheless, to really grasp their point of view on the matter.

I think any decision and any game mechanics should be challenged and especially the older ones, that's how you evolve a game genre and a franchise. But sometimes, i admit: old is gold.
any amnt of XP loss on death is awful
it is never fun
it doesnt make anything feel more rewarding
i dont care what anyone else thinks abt it, your opinion has no value on my play experience
i hate it
i dont want it
remove it

NEVER PUT IT IN YOUR GAME
XP loss on death isn't going anywhere. Guaranteed. Y'all should move on from the topic.
"
dkp#0523 wrote:
XP loss on death isn't going anywhere. Guaranteed. Y'all should move on from the topic.


Nope, the majority wants this outdated mechanic gone. And if the devs refuse to listen, then people will just eventually quit the game. And then even if its removed its too late to get back all those lost players who are never coming back.

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