10% xp penalty is far too forgiving

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Path of exile has a reputation for being a game that is challenging. This attracts a certain type of player who is looking for a longer and more in depth gaming experience.

Arduous games that require careful planning and execution to overcome drive people to work together. This creates for a strong community where players develop meaningful relationships with each other over many years. Many of those friendships continue on into other areas of gaming and sometimes in their in person lives.

I'm sure many of you have played lots of online games where your interactions with other players are superficial. Thankfully, POE and POE2 have kept the mantle of challenge alive.

To that end - I suggest you look at games with a similar outlook. There is one very popular game out there, that when you die, your entire current level progress is placed on the ground where you die - and you have one chance to get back to it and reclaim it. IF you die before you do- it is gone forever; and the game treats you as if you are just as strong as if you didn't loose the XP. That is an amazing mechanic.

Thank you for your consideration.


Even that mechanic is far more forgiving than what we’re dealing with now.
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BK2710#6123 wrote:

I'll just hit up "streamer afk level 100 build" and achieve a feeling of success when I play a braindead tanky build to level 100 instead of doing what the game wants to encourage, building your own character. Congratulations, you're the brightest lightbulb in the defective pile.


That awkward moment when you have nothing to say in response to comments other than to attack the person who presents view points that are different from your own.

*slow clap*
I think it's fine where it's at. If you die you lose all the loot AND access to the map AND 10% XP. If you're fragile, this is a huge deficit. If you're weak, you're taking a long time to level anyway and are more likely to incur a death statistically speaking. If it was even 15% it would be far too great of a penalty.

They've sent a clear message that they want to prevent you from throwing yourself at the game endlessly and mindlessly until it just works, and you in fact can't do that with the current setup. And as it is you will plateau if you're fragile. It's fine exactly where it is, I think.
Please, GGG, when we die I want all my MTX to fall on the ground and I have to run and pick it up in alphabetical order and then clear 10 corrupted t15 maps in under 5 minutes or else I have to pay for it all back. I would happily pay for this feature.
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Please, GGG, when we die I want all my MTX to fall on the ground and I have to run and pick it up in alphabetical order and then clear 10 corrupted t15 maps in under 5 minutes or else I have to pay for it all back. I would happily pay for this feature.


Actually....

WHAT IF
There was a boss you could fight that dropped points and MTX items, but if you die... you lose points and MTX.

Id hit that. And for sure, it'd get the heart pumping. Guaranteed people would work together like crazy to get it sorted.

Thank you for the great suggestion!
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Path of exile has a reputation for being a game that is challenging. This attracts a certain type of player who is looking for a longer and more in depth gaming experience.

Arduous games that require careful planning and execution to overcome drive people to work together. This creates for a strong community where players develop meaningful relationships with each other over many years. Many of those friendships continue on into other areas of gaming and sometimes in their in person lives.

I'm sure many of you have played lots of online games where your interactions with other players are superficial. Thankfully, POE and POE2 have kept the mantle of challenge alive.

To that end - I suggest you look at games with a similar outlook. There is one very popular game out there, that when you die, your entire current level progress is placed on the ground where you die - and you have one chance to get back to it and reclaim it. IF you die before you do- it is gone forever; and the game treats you as if you are just as strong as if you didn't loose the XP. That is an amazing mechanic.

Thank you for your consideration.


To be clear, scaling difficulty assuming you possess rewards that you in fact lost is an awful design idea. You might be thinking of a roguelike where scaling your power and leveraging it immediately is important, and the gameplay itself is much shorter in nature. The punishment there fits because you're expected to scale and the game keeps going without you.

PoE is a game whose pace is very much dictated by the player and their ability to reliably gather and leverage power to move forward. PoE1 death incurred an XP penalty even in acts that grew to iirc 15%, PoE2 resets drops and spawns in instances that you're in if you die, going on to penalize XP and map loss later on. In either case you can't progress without solidly succeeding, but this isn't malicious, it's a test. It's a waste of time found sorely by some, but it has a purpose, and has been tailored how the devs feel it should be. I'm inclined to think the penalty shouldn't change at all as much as I hate that maps reset on death. Adding more of a deficit would be worse, and certainly adding a deficit in the form of the content scaling without you is....just wrong.
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KaizoMK#6348 wrote:

To be clear, scaling difficulty assuming you possess rewards that you in fact lost is an awful design idea. You might be thinking of a roguelike where scaling your power and leveraging it immediately is important, and the gameplay itself is much shorter in nature. The punishment there fits because you're expected to scale and the game keeps going without you.


Scaling would be indeed terrible. There is a Path-of-Exile-like spinoff called Diablo 4 that used scaling and it made the game totally garbage.


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KaizoMK#6348 wrote:

PoE is a game whose pace is very much dictated by the player and their ability to reliably gather and leverage power to move forward. PoE1 death incurred an XP penalty even in acts that grew to iirc 15%, PoE2 resets drops and spawns in instances that you're in if you die, going on to penalize XP and map loss later on. In either case you can't progress without solidly succeeding, but this isn't malicious, it's a test. It's a waste of time found sorely by some, but it has a purpose, and has been tailored how the devs feel it should be. I'm inclined to think the penalty shouldn't change at all as much as I hate that maps reset on death. Adding more of a deficit would be worse, and certainly adding a deficit in the form of the content scaling without you is....just wrong.


10% in POE1
I've died enough times at level 95 plus to remember it very well. But guess what - I adapted, perservered, and succeeded in hitting my goals.

What I didn't do was go to the game devs and complain their game was too hard.
This is a lazy mechanic on the development side and seems more intended to keep people playing. It's like the loot box idea to get people to spend money due to frustration. Wouldn't be surprised if it was invented to make numbers better.
For the people that like this penalty, why don't you go just play hardcore if you want to live on the edge?
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This is a lazy mechanic on the development side and seems more intended to keep people playing. It's like the loot box idea to get people to spend money due to frustration. Wouldn't be surprised if it was invented to make numbers better.
For the people that like this penalty, why don't you go just play hardcore if you want to live on the edge?


Hardcore deletes your character after one death. Literally not even in the same ballpark as a 10% xp penalty

If you don't like challenging games why not go play diablo 4
Play SSF Hardcore if you want an unforgiving experience.

Dumbest post I've seen in a while.

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