10% exp loss on lvl 95 is 25mln exp
Getting your earned XP deleted is a giant slap in the face of the player. its unacceptable forces you to feel that you are wasting your time. the most valuable thing a person has. gone.
REMOVE IT NOW |
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I had almost half a box to be 81 and now I'm back to 80, running t9s.
Reasons: 1. Random mob offscreen throws a darn meteor. 2. Getting stuck on a damn Urn and can't roll away...clicking on the urn was time lost and well...dead. 3. Blasts after a mob has died, which is utterly silly, it's dead let me pick up the loot if I even have any, and move on, why do I have to think of rolling away all the time when something dies and "wait" just in case it blows up or not... 4. Even though "visually" there's pathways in some maps i.e. blooming field, there's actually a damn "wall" and you have to look at the minimap to figure out where the hell you need to roll out to or run away ( I don't like using the big overlay map sorry... that's extra clutter in my screen, I'm too old for that :P ). I understand that this is an EA but we're talking about basics here, you wanted a "no cooldown roll" and everybody was cheering because some of the mechanics pretty much require a no cooldown roll, and that's fun... but well getting stuck on an Urn, seriously? The map design and feeling is overall great, but there's even mobs on some maps that you can't even distinguish them from the ground color... Losing a whole level practically for development choices well isn't the players fault ( again I understand this is an EA, but these are basic things... ). If I wanted to be punished this way, I'd be playing hardcore. There's a fine line between penalizing a player for their lack of skill and it can very easily cross over to utter brutality while it's not even the players fault. And to whoever says "it's still lack of skill", you're wrong. On level 80, there's no "lack of skill" any more, grow up, your build is already online, you've seen everything and you're within the endgame which is the repetitive grind mode to reach god-like levels on your character. Pretty much all deaths at this point is purely bad design and nobody should be punished for that, not this way at least. |
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EXP loss can be a good mechanic that encourages you to play better, but it must be fair. Unfortunately this is not a case in POE, especially on higher levels. Losing a progress of last 5 - 10 maps over a single mistake or even unavoidable one-shots is not fair nor encouraging.
The on-death EXP loss penalty should be calculated as: min(10%, % EXP gained in CURRENT map) So if I gained 25% EXP in current map before death, I lose 10%, but if I gained 1.7% EXP in current map, I lose 1.7% (and not 10% as it is now, which invalidates not only my current progress, but also my successful progress in last 5 - 10 maps). | |
First of all, in-built tracker always says 20m+ per hour.
Second, at lvl 95 you always use omen for exp on death loss, which reduces it in 4 times. |
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" Try imagine playing a fire build (firewall->raging spirits + skeletal arsonists) in one of the numerous dark maps. You want me to see barely visible mob ground effects + on death effects ON TOP OF my own fire effects? Yeah I might as well be partially blind. And I think whoever came up with the idea of on-death effects and make them EVERYWHERE in endgame mapping don't deserve to be a game designer. And the super tight narrow corridors and hallways are commonplace in so many maps. Like did they even test this garbage with a minion build witch? Minions are stuck ALL THE TIME. Lost Towers jesus, the corridors between towers are so narrow you can't even dodge roll sideways to avoid projectiles. Like they're designed to be disgustingly unfair. Imagine Elden Ring dungeons with 2 meter wide corridors. 2 hand builds won't even be able to wield their weapons lol. Rituals are basically a death sentence in certain maps, they often have hilariously awful spawn locations. Minion builds are not known to insta 1-shot whole screens of mobs, so when ritual begins I have to pop all I have to hopefully kill at least a small group of mobs in the first 1-2 seconds then I can mana flask+spam detonate dead. It's either that, or I'm dead. How is this fun, or how is this even 'skill' related? And the defenders say that we're either 'crybabies' or it's a skill issue. Yeah, ha ha, shows how much they know about difficulty in gaming. |
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XP loss is an example of punishing mechanics rather than challenging mechanics.
Dying is punishment enough, that is what is actually controlling build success Games can be challenging without being needlessly punishing |
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agreed.
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EXP loss is not fun period, even the defenders can't argue that EXP loss is fun. People play ARPGs to grow stronger, to progress, to beat challenging content. What does EXP loss do?
- Stops players leveling, thus growing stronger or progressing with that power (gear is separate). - Makes players want to only do content you can easily do and not risk a death, thus you're always running lower tier content getting lower tier rewards that make it far harder to trade up with gear (if softcore trade league). - Stops you wanting to do challenging content. If you know you have to farm 100 maps just to get the first key for an endgame feature, but you have to kill 3 bosses without dying once, well almost no one is going to bother. - Makes players want to avoid anything that may make their map too difficult, like ritual or breach. - Makes players ragequit when dying to some random BS on-death/archnemesis effect, costing them hours of progress. It's all negative effects on the game. It restricts most players, makes players less likely to experiment or play non-meta builds, also causes players to quit far earlier. Many of those arguing to keep it are those who benefit from it. Those who have time to grind/play and can reach the top end, farming the gear/items, and selling them for insane prices. If everyone could eventually reach that level via perseverance, they only get a limited window to have that advantage before it's lost. Also the current trade system can go die in a fire, it made me quit PoE2 already. |
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" that actually sounds reasonable, being punished for a single death by loss of 3-hour mapping EXP for a single death is nuts |
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" Are you a troll or what? I am playing the most meta/competetive build out there, and sitting on 250+ divines investment into the build, and this problem is real bad. It was not nearly as bad in poe 1, hell you had special activities to safely and securely level up like Legion, and it would take only few hours per last levels to get 100. In this game you need 10-15 hours of grind to progress one level, i think more like 20-30 hours of grind to progress 98 -> 99 -> 100, and all this will be destroyed by a single death encounter. As someone who clears endgame content and juiced maps, there are just too many things that can go wrong, almost every rare mob has some aoe on death effect, things are lagging on screen, lots of weird affixes stacking together. I believe there is little complaining about EXP loss because most people did not even get where the problem is really severe, like 95+ |
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