Death Penalty System - EXP Loss in particular

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We had the same discussion pop up monthly for PoE 1 for a decade, lets do it again boys!

The people who despise the 10% exp loss on death are most likely new to the game, you gotta cut them a little slack. They dont understand like some of us with 3k + hours that dying at level 75 doesnt mean jack shit, 75-76 is like 3 tier 10 maps. If you are dying at this level range, you need to worry much more about gearing more so than your next level up. I have not played enough to know the xp curve in PoE 2, but if its anything like PoE 1, deaths below level 90 arent the end of the world, and morseo, thinking your build is going to wildly change with those last handful of points, you are painfully misinformed.

Death meant something in PoE 1 for the games first 4-5 years, then GGG slowly but surely created ways to level 1-100 in a days time. Dying at level 99 once meant days of grinding down the drain, now its just an extra breach to run.


We are not talking about PoE 1 ... back in PoE 1 you could always argue that a punishment had to exist.

Now I say we have like 10 punishments. I am tired of counting them for every single one here who's not reading or refused to accept said word.

Why keep the EXP loss in and add new punishment and call this "normal" while asking to remove one of the factors is called "you want to change the entire baseline of the game" ... it makes no sense.

And again: It's not about reaching level 100. It never was... And you can't die your way up to Lv 100 because you don't have the maps available for that. So it's not an argument to say "EXP Loss prevents people from dying in content they are not fit for"

Why are all these veteran gamers always and only comment from their perspektive like you give a sh*t about other people.

Less than 10% of the entire amount of player starting a character will pass lv 90. Less then 2% will hit lv 100.

Does anyone here really believe that removing the EXP loss will change either value by more than 10%? Most people stop way before this threshold anyway for other reasons. EXP takes to long in general, playing other games, no time to continue and so on.

All you do by removing the EXP loss is the not make people angry who are emotionally affected by losing part of their progress.

I am ready to invest a map, an atlas mod and orbs for crafting a map... I don't feel the neat to invest 10% EXP for trying how far I can get.
"
"
We had the same discussion pop up monthly for PoE 1 for a decade, lets do it again boys!

The people who despise the 10% exp loss on death are most likely new to the game, you gotta cut them a little slack. They dont understand like some of us with 3k + hours that dying at level 75 doesnt mean jack shit, 75-76 is like 3 tier 10 maps. If you are dying at this level range, you need to worry much more about gearing more so than your next level up. I have not played enough to know the xp curve in PoE 2, but if its anything like PoE 1, deaths below level 90 arent the end of the world, and morseo, thinking your build is going to wildly change with those last handful of points, you are painfully misinformed.

Death meant something in PoE 1 for the games first 4-5 years, then GGG slowly but surely created ways to level 1-100 in a days time. Dying at level 99 once meant days of grinding down the drain, now its just an extra breach to run.


We are not talking about PoE 1 ... back in PoE 1 you could always argue that a punishment had to exist.

Now I say we have like 10 punishments. I am tired of counting them for every single one here who's not reading or refused to accept said word.

Why keep the EXP loss in and add new punishment and call this "normal" while asking to remove one of the factors is called "you want to change the entire baseline of the game" ... it makes no sense.

And again: It's not about reaching level 100. It never was... And you can't die your way up to Lv 100 because you don't have the maps available for that. So it's not an argument to say "EXP Loss prevents people from dying in content they are not fit for"

Why are all these veteran gamers always and only comment from their perspektive like you give a sh*t about other people.

Less than 10% of the entire amount of player starting a character will pass lv 90. Less then 2% will hit lv 100.

Does anyone here really believe that removing the EXP loss will change either value by more than 10%? Most people stop way before this threshold anyway for other reasons. EXP takes to long in general, playing other games, no time to continue and so on.

All you do by removing the EXP loss is the not make people angry who are emotionally affected by losing part of their progress.

I am ready to invest a map, an atlas mod and orbs for crafting a map... I don't feel the neat to invest 10% EXP for trying how far I can get.


That was wild, you expect empathy from video game players over having a death penalty? You think anybody here ever once thought how good ole B1tchfight has our emotional backs if we dont like something in PoE? Actual insanity.

The death penalty is what it is, we have dealt with it for a decade and at the end of the day you just accept it. It is not a big deal until the 90s. it might feel like overkill, but you will understand the systems better over time and the deaths will become infrequent.

I get people not wanting it, but the complaints seem to be coming from new players coming in with their D4 mindset. The death penalty is a objective design decision, you can complain another 10 years and we will see where GGG is on the subject. I promise you that point for going from 90-91 isnt an important than replacing that blue amulet.

You have simply made up your mind and refuse to understand. That's all. If you go back and read my post you can see that your response does not really make sense.

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And again: It's not about reaching level 100. It never was... And you can't die your way up to Lv 100 because you don't have the maps available for that. So it's not an argument to say "EXP Loss prevents people from dying in content they are not fit for"


There are two scenarios of dying. The one you described against bugs or unfair one shots. Like I stated multiple times, this is early access, bugs are to be expected, unfair one shots will keep getting addressed. Here the solution is to resolve the one shots. Not removing the XP penalty.

The second one is when players attempt content, their character is not yet fit for. Here the XP penalty is needed as a messaging tool. Because most players want to earn XP, as you prove, the logical train of thought is "Here I cannot earn XP, therefor I lower the difficulty to earn XP". Here the solution is for the player to lower the difficulty.

"

All you do by removing the EXP loss is the not make people angry who are emotionally affected by losing part of their progress.

I am ready to invest a map, an atlas mod and orbs for crafting a map... I don't feel the neat to invest 10% EXP for trying how far I can get.


How would removing the XP penalty resolve your issue of getting one shot due to bugs or unfair mechanics?

Should we really believe that removing a small loss in XP for dying will make dying all nice and dandy?

First, I don't believe that. Second, it is not worth for a bandage, that does not even fix the underlying issue, to remove a needed messaging system.

Edit:
But let my try another way. Maybe a more constructive one. I don't know how experienced you are with PoE. Maybe you already have thousands of hours in PoE 1, then I will most likely not be able to help further. But would you be willing to share some information about your build? Maybe there is something I can support with? If you do not want this public, we could talk via PM. For me defenses would be interesting. If you are playing a glass cannon build, it would be more prone for one shots. Are your resistances capped? How much Chaos resistance do you have?

The snakes you described, if I think of the same ones as you, deal Chaos damage and I think this could be a ground effect, so no blocking possible. If your Chaos resistance is low that would explain it for me. Almost one shot me with Mind over Matter, 2000 Health and 2000 Mana and about 40 Chaos resistance at that point.

The first one seems strange to me. If the mob first dealt about 30% damage and then 100%. I think there may be some information missing. Is it possible that you had a break armor debuff? Were you maybe cursed? Was there maybe a ground effect, corpse explosion, something else?
Last edited by Avaricta#4758 on Dec 26, 2024, 4:22:41 AM
you dnt have to hit 100 level.
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Avaricta#4758 wrote:
Ok, I am weak, I will try one last time. There are some simple facts in this game.

In PoE the player has 100% control over the difficulty they choose to play. This can be done by selecting the waystone/map tier they use, the mods they roll on them the precursor tablets they use and the additional content they attempt during a map.

Because of this flexibility in difficulty, there is never a real wall a player can hit. If they "hit a wall" it is simply a fictional wall because the player is not willing to forfeit potential better loot from higher difficulties and therefor not reducing the difficulty.

The game always offers you a path to improve your character. If you keep dying over and over again during the core endgame loop, mapping, the solution would be to decrease the difficulty, farm currency/items in easier content and improve the character. This is the natural progression of a game like PoE. Like stated before, many players are just not willing to do this. But that is not on the game. This is their decision. The XP penalty on death is one of the tools the game uses to show players the best and easiest way how not to "hit a wall". Decrease difficulty. Because most players would like to earn XP the logical train of thought would be "Here I cannot earn XP so I decrease the difficulty to earn XP". Some players are just not willing to earn a bit less XP, therefor stick to higher difficulties, keep dying and lose XP instead.

The other scenario is dying from time to time due to bugs or unfair, not yet patched, one shots. This is early access and bugs are to be expected. But if your build is solid in general, then this should not be happening too often. Therefor the death penalty should not have that big of an influence in this case. Regarding unfair one shots. GGG has already begun to address these and is surely trying to improve in that area. So this should not be a regular thing in the future.

The death penalty is mostly effecting players who keep dying over and over again during mapping/farming. This is the game trying to tell the player that the character is not yet ready for that difficulty. Like stated before, exceptional one shots or unlucky deaths may occur from time to time but their effect will be very limited. But if dying is the rule then the player simply chose a difficulty that is too high for the character in the current state. In this situation the player has two choices. Either stick with the higher difficulty and run into a wall on purpose for the small chance of slightly better loot at the cost of XP. Or reduce the difficulty and farm currency/items to improve the character with slightly lower drop chances but overall quicker, due to not dying, and the additional benefit of earning XP.

Builds also have a big influence on the difficulty of content the character can run easily. Some builds are stronger/tankier/easier than others. So called Meta builds are usually very strong and players using them will be able to do higher difficulty maps sooner. If a player wants to play their own build or find their own way, that is totally fine. Most of those players want to try to improve their character themself and overcome obstacles they face. This is an additional difficulty a player chooses to add. Like playing SSF. In this case chances are higher that the player may have to take a step back in difficulty from time to time. If a player has the priority to just rush to the highest difficulty maps as soon as possible, sticking to meta builds is highly recommended. These builds are usually very well tested and already refined.

Losing XP is a choice. Hitting a wall is a choice. Whatever you do and however you want to play the game is up to you. Everything is your choice. Why complain about your own choices?


Whoo first time posting.

I´ll start of with: I´m fine with the current death penalties in endgame - little on the harsher side but manageable.
It does however work completely opposite to how the game teaches you to play itself from lvl 1 to 60 - which is where i think a lot of the frustration voiced in this topic comes from.

In my opinion you´re wrong in your assumptions about difficulty and progression being entirely controlled by the player regardless if you like the current death penalty or not.
With the current penalty systems in place players will reach a point with no natural progression when they outlevel the content their build can comfortably complete a lot - but will die too often in appropriately leveled content to progress in level.

Progression is then entirely controlled by rgn of drops/crafting - which i wouldn´t label as within a players ability to control to 100%. Thats the just nature of rgn.

(Before you point ppl to the AH/Trade: If you can´t play enough prices will start outpacing the ability to earn currency during early/middle season - blocking that line of "progress" during certain time periods - also out of control of the player)


Personally I´d get rid of one of the two death penalties currently in the game - but not both.
I am ok with the xp loss in maps to prevent you from progressing when you are not ready for the content. But it only should let you lose your progression and not let you fall backwards. You should only lose the xp you got in that map that you died in.
POE2
1 death = 1 map lost + all "league" mechanic lost + 15% XP lost + all loot in the floor lost

POE1
1 death = 1 portal lost + 10% exp lost


GGG uses this artificially inflated difficulty as a way to bolster PoE2’s hardcore image, knowing that players will complain and they’ll "adjust" later to strike a balance they likely planned from the start. Its marketing, poor marketing... last epoch slap the GGG face in the opossite way with 250k players for over a month.

It’s widely understood among the Path of Exile community that the current iteration of PoE2's difficulty penalties won’t make it to the official release. The game simply cannot launch in its current state without alienating the majority of its player base. What should really be up for discussion is how much these penalties need to be reduced and which ones should be outright removed because they directly harm the gameplay experience.

Take, for example, the respawn and map reset mechanics. Upon dying, or even completing a boss fight like in the Cemetery map, the entire map resets. Sometimes, you return to find the layout rotated or changed, forcing you to re-explore areas you’ve already cleared just to hand in a quest. This isn’t just frustrating—it’s a glaring design flaw that disrupts the flow of the game and punishes the player in ways that feel arbitrary.

While solutions like showing elites on the minimap or introducing checkpoints might seem like fixes, they’re ultimately just band-aids slapped onto poor design choices.


If GGG insists so much on having a 15% experience penalty, why not simply leave it at 5% instead? Players would enjoy the game more, and those hardcore fans craving punishment could just intentionally die two more times every time they fall to rack up their precious 15%. Sounds ridiculous, doesn’t it? Yet that’s essentially the logic being defended by those arguing in favor of these harsh penalties.
2024 Activo.
Last edited by Samain#6430 on Dec 26, 2024, 5:18:14 AM
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In my opinion you´re wrong in your assumptions about difficulty and progression being entirely controlled by the player regardless if you like the current death penalty or not.
With the current penalty systems in place players will reach a point with no natural progression when they outlevel the content their build can comfortably complete a lot - but will die too often in appropriately leveled content to progress in level.

Progression is then entirely controlled by rgn of drops/crafting - which i wouldn´t label as within a players ability to control to 100%. Thats the just nature of rgn.


Difficulty is controllable. Progression not as much. Those two are asynchronous.

Gear progression can be achieved at any level. I could even farm Act 1 normal for Exalted Orbs if I wanted.

You mentioned level progression. If you farm enemies that are lower level then you, you will receive less XP, correct. But if the build is not able to farm comfortable at the level the player is (because of lacking gear progression), why should the player be able to farm levels there regardless? Here the correct approach is to improve the build/gear before going to these levels.

Also, at some point the player will always be higher level than the area. Since the maximum waystone level is 16 (corrupted tier 15) +1 for Corruption on map +1 for Irradiated. Tier 1 is level 65, so maximum map level of 82? While the player can reach level 100. So starting at level 83 at the latest, the player always outlevels the content.

The primary factor to determine the correct difficulty/level is not the character/area level, but instead the strength/survivabilty of the character. So "appropriately leveled content" in that sense does not really exist.

Or did you mean something else and I misunderstood?

"
Samain#6430 wrote:

If GGG insists so much on having a 15% experience penalty, why not simply leave it at 5% instead? Players would enjoy the game more, and those hardcore fans craving punishment could just intentionally die two more times every time they fall to rack up their precious 15%. Sounds ridiculous, doesn’t it? Yet that’s essentially the logic being defended by those arguing in favor of these harsh penalties.


What would be the benefit of removing/lowering the penalty?

The only players really effected by it are the ones that keep dying over and over again during the endgame loop of farming maps. Do you really thing that getting one, two or maybe three levels and changing their damage bonus from 300% to 330% increased damage would stop them from dying?

What would they gain from keeping dying? Why are they dying in the first place? Dying during farming maps is not the expected/desired outcome. So what is happening?

Is it possible that they attempt content that is too difficult for the current state of their build?
Last edited by Avaricta#4758 on Dec 26, 2024, 5:27:22 AM
The logic behind defending harsh penalties like the 15% XP loss doesn’t stem from any genuine benefit to the gameplay experience. It’s not because it adds meaningful challenge or depth to the game. Instead, it’s rooted in a mindset where the satisfaction comes from knowing someone else is worse off than you. The argument isn’t about improving the game or creating a more engaging experience—it’s about preference for schadenfreude, the pleasure derived from someone else’s suffering.

This attitude reflects a fundamental problem within certain segments of the community. For some players, the appeal of Path of Exile isn’t the skill it demands or the strategy it encourages but the feeling of superiority over others who struggle more. If you’re not as frustrated or punished as they are, they feel like the experience is being “diluted.”


EVE Online is a perfect example of a game that has clung to outdated, punitive design philosophies for over 21 years. Much like Path of Exile, its systems were less about fostering a challenging or rewarding experience and more about creating barriers that alienated new players. The game built its reputation on its hardcore, unforgiving nature, but this approach led to a steady decline in the player base as it failed to adapt to modern expectations.

It wasn’t until a new company acquired the game and implemented a proper tutorial system that EVE Online began to see growth again. The introduction of these onboarding features made the game more accessible, and for the first time in years, the game experienced an influx of new players. This change highlights how much potential had been wasted by sticking to outdated philosophies that prioritized punishing players over engaging them.

The so-called “hardcore” players of games like Path of Exile had a collective panic attack when the developers hinted in interviews that Path of Exile 2 would involve skill rotations and require actual player skill to succeed. The very idea that they might have to engage with more complex mechanics or showcase genuine ability in combat shook their confidence. But now, they’re all breathing a sigh of relief. Why? Because they’ve realized that the same brain-dead builds—ones where you press a single button (or none at all)—are still perfectly viable, just as they’ve always been.

This satisfaction comes from knowing that the only real requirement to succeed remains sheer time investment, not skill.


2024 Activo.
Last edited by Samain#6430 on Dec 26, 2024, 5:30:45 AM
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Samain#6430 wrote:
The logic behind defending harsh penalties like the 15% XP loss doesn’t stem from any genuine benefit to the gameplay experience. It’s not because it adds meaningful challenge or depth to the game. Instead, it’s rooted in a mindset where the satisfaction comes from knowing someone else is worse off than you. The argument isn’t about improving the game or creating a more engaging experience—it’s about preference for schadenfreude, the pleasure derived from someone else’s suffering.

This attitude reflects a fundamental problem within certain segments of the community. For some players, the appeal of Path of Exile isn’t the skill it demands or the strategy it encourages but the feeling of superiority over others who struggle more. If you’re not as frustrated or punished as they are, they feel like the experience is being “diluted.”


EVE Online is a perfect example of a game that has clung to outdated, punitive design philosophies for over 21 years. Much like Path of Exile, its systems were less about fostering a challenging or rewarding experience and more about creating barriers that alienated new players. The game built its reputation on its hardcore, unforgiving nature, but this approach led to a steady decline in the player base as it failed to adapt to modern expectations.

It wasn’t until a new company acquired the game and implemented a proper tutorial system that EVE Online began to see growth again. The introduction of these onboarding features made the game more accessible, and for the first time in years, the game experienced an influx of new players. This change highlights how much potential had been wasted by sticking to outdated philosophies that prioritized punishing players over engaging them.


That is just wrong. Lets go through it step by step.

The XP penalty only effects players who keep dying. Why are they dying?

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