10% exp loss on lvl 95 is 25mln exp

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Well, stop dying. Drowning enemies in your corpses shouldn't be a valid way to play. It's not different from poe1. No one guaranteed you would be able to reach level 100. You can argue that mobs are overtuned (probably) or there should be more tries for maps (maybe) but this isn't the answer.



Another person who did not play the game writing, I am barely ever dying, infact dying once in 3 hours of non-stop gameplay is enough to brick exp progression.

In poe 1 you could die 5 times per map and still reach level 100 in a week from game launch. You don't compare these 2 games together.

There is not a single person in the world who reached lvl 100 in poe 2 and its been 3+ weeks from release, with some people going as much as 500 hours of playtime.
Last edited by GODOFWARSANCHEZ#4574 on Dec 25, 2024, 2:45:28 AM
If no-lifers with 16-18hours playtime per day, with unlimited rmt currency, with best items and best builds in the world could not reach lvl 100 in 500 hours, what is there to talk about EVERYONE else?

I am not saying a casual dad playing 2hr a weekend should reach lvl 100 within a league season, but there is certainly a design problem here.

As well as a design problem with atlas, with maps, with maps layout, with unrewarding league mechanics and many other things.
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Which is around 2-3 hours of playtime on endgame mapping. You will only get around a million from 79 map, and about 2-3 million from 82 map if doing full clear (that takes time).

People complaining about loss of loot, loss of map, loss of portals, this is a much bigger loss by far. This game is prone to give you sudden death, by random explosions, random mobs and other stuff.


XP loss ensures a competitive build market.


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+


Wow calm down. No point in raging at me because you're dying, say's more about your build than anything else and probably your skill level. There are players at 99 and nearly level 100. It's designed that way to keep the ladder in tact. Investment means nothing if you're not smart with it
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Toforto#2372 wrote:
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Waiden#9514 wrote:
This is not Diablo 3 or 4.

In POE, level 100 is not the goal.


Nobody here is talking about reaching level 100, also all the d3/d4 arguments are getting stale af

People just hate losing literal hours of progress over a stupid death. That's all. Exp loss is an archaic mechanic that should be forgotten and left in the early 2000s. It doesn't belong in any modern game, at least not as a baseline. If it's an optional challenge that players can opt-into that's fine. But don't force this kind of stuff on all players lol


"stupid" death is an understatement, this is the darwin awards after all. PoE ain't like other games, the XP loss is to maintain the ladder and give people something to work toward. It's not the goal but it says more about your build and skill level than anything else.
The answer here is pretty obvious:

Stop playing.

Speak with your wallet.

They left exp penalties, flipped assets, force campaign runs for leagues, etc. in the first POE because people still played it and still paid (I'm guilty of this too) to support them.

So they changed nothing.

It's time to start boycotting until they figure out this is a game and people play it to have fun.
Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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The answer here is pretty obvious:

Stop playing.

Speak with your wallet.

They left exp penalties, flipped assets, force campaign runs for leagues, etc. in the first POE because people still played it and still paid (I'm guilty of this too) to support them.

So they changed nothing.

It's time to start boycotting until they figure out this is a game and people play it to have fun.


This! (just account name alone had me convinced, lol)

For years it's been like this. Holding QOL and progress hostage to keep people needy is classic GGG MO. Get some dignity. If u don't like it, just log out and move on.
Last edited by blombaklats#5298 on Dec 25, 2024, 6:53:27 AM
The problem with XP loss on death is that it makes you actually go backwards. You could be carefully working your way towards the next level and be on 90%, then a run of bad luck or maybe a session where you want to relax with a beer or two sets you back to 0%, potentially.

So, unless you only just levelled (I am assuming you can't actually lose a level) all this does is punish players for trying to engage with challenging content. So if you made it to 50%, you become extremely risk aversed and avoid engaging with the game.

Much better way to preserve death being meaningful is to give rewards for not dying. Better reward for no death runs. An increasing XP bonus for every 10% of a level without dying up to 10% or 20% or whatever.

It is going backwards, potentially a long way backwards, which feels awful and like it's a waste of time playing because you could lose it all. So get rid of that and reward people for remaining death free for a long time.
Last edited by Orion_3T#5225 on Dec 25, 2024, 7:15:34 AM
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People play ARPGs to grow stronger, to progress, to beat challenging content. What does EXP loss do?

Ensures that there are some actual challenges.
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People play ARPGs to grow stronger, to progress, to beat challenging content. What does EXP loss do?

Ensures that there are some actual challenges.


Non sequitur. The gameplay is no more challenging with or without the xp loss.

Furthermore there are plenty of ways to challenge players without making people go backwards. The game already manages that before this even kicks in.

Heavily punishing failure just discourages players from even trying.

Lots of other games have challenges without making people go backwards.

For those few who really want death to be punishing and find the game too easy, the anwer is already there as the option to play hardcore.
Last edited by Orion_3T#5225 on Dec 25, 2024, 7:26:46 AM
XP loss forces you to add more defensive layers to your build or you will not level up. It's good game design.

Don't plan a build past level 85 or 90 at the most. The leveling curve is insanely high post 90 and it will take a long time to level up. You don't need level 100 to clear all content. All content can be done much earlier. 100 is just something to chase.

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