10% exp loss on lvl 95 is 25mln exp
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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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" 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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" "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. |
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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. Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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" 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
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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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" Ensures that there are some actual challenges. |
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" 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
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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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" You can get off your high horse there buddy, nobody cares about ladder. And nobody will care if you reached 100 unless you did it in HC SSF without pausing. Exp loss in PoE 1 exists yet people hit 100 day 1 in groups. Your "challenging" game is an illusion that you'll never have because making PoE a "souls-like" is impossible as long as GGG infects this game with their Vision and has things like Archnemesis in the game. The fact that they put ritual,delirium and breach in as one of the first league mechanics says it all. Those are like some of THE worst offenders for pushing the zoom meta lmao You can keep spamming your little "skill issue" "your build is bad" arguments all day if you want, the fact remains right now there are only 3 lvl99 people in the entire world. 2 Stormweavers 1 Invoker, giga-meta players with probably insane gear. Not only is exp gain slow in this game because of empty maps but the death penalty makes it all that much worse than it is in PoE 1 because gaining levels is way slower. This is almost 3 weeks into EA btw, when there are already multiple solved meta builds in the game. And before all the "xp loss makes you build defenses" andies come, no you don't need some punishing mechanic to force you to play the game in a certain way. That's cringe. If you die a few times in a map and lose some portals, or die 6 times to a juiced up map/boss in PoE 1 you just either don't try it again or get more defensive stats on your build. Or some people literally reroll into a tankier build. Exp loss is nothing more than a slap to the face, a big middle finger from GGG every time you die. Same for 1 portal per map. It's the most horrendous game design ever, exp loss is just outdated and should be left in the past. You people have no clue just how many are quitting over these death penalties because guess what: people play games to have fun, getting your time investment and rewards deleted is not fun. People would rather go play a different game that actually respects their time instead of trying to punish them every 2 seconds lmao |
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