Make XP loss based on CURRENT map XP, not 10% of level XP

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I suggest a reward-based system for map completion instead of a punishment-based one. I don’t like the idea of being penalized for dying because it feels like a loss of time, which can be frustrating.



risk vs reward, thats how the game works. taking out the risk makes it fluffy unicorn game nobody wants
This would put it closer to how exp loss in souls games feel.

A nuisance but nothing game ruining.

Well, so long as it's not more the 1x exp gained from the map. Again higher would roll it back into the infuriating it is now.
Last edited by mrfox123#7595 on Dec 31, 2024, 4:39:00 AM
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I suggest a reward-based system for map completion instead of a punishment-based one. I don’t like the idea of being penalized for dying because it feels like a loss of time, which can be frustrating.



risk vs reward, thats how the game works. taking out the risk makes it fluffy unicorn game nobody wants


"Nobody". I didn't know that players on PoE were a collective hive mind with unilateral opinion and needs.
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risk vs reward, thats how the game works. taking out the risk makes it fluffy unicorn game nobody wants


There already are other risks. You lose the waystone and the additional content in that map, isn't that enough?
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C4Guy#0918 wrote:
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risk vs reward, thats how the game works. taking out the risk makes it fluffy unicorn game nobody wants


There already are other risks. You lose the waystone and the additional content in that map, isn't that enough?


the 1 portal besides losing waystone and content on the map is bad in my opinion, because we are not allowed to run the map we want with the content we want in poe2. so taking this away on top feels bad. but there has to be an xp loss on dying. xp loss based on map xp is bs.
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Valsacar#0268 wrote:

If you want big number, you have to work at it.


You mean you have to bore for it.

Lets face it, the only thing XP loss does for players is frustrate them to a point where they leave. Instead of just playing the game players have to make a choice between playing the most watered down content to level or doing the challenges. You cant have both at the same time. So they eitehr dont make progress and get frustrated or they get bored to hell and frustrated by mechanics.

Completely removing XP loss would not have a single negative impact. You want to stay alive as much as possible no matter what because if you die you have to get back to where you where so deaths are always a set back and disruption. Iam not sure why ppl defend a mechanic so much that is just cheap and achieves nothing positive.
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Xebov#4972 wrote:
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Valsacar#0268 wrote:

If you want big number, you have to work at it.


Y Iam not sure why ppl defend a mechanic so much that is just cheap and achieves nothing positive.


thats because you dont understand why its there and why xp loss is healthy for the game itself.
Convoluted and pointless compared to the current system. Just fix your build and stop dying so much.
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Xebov#4972 wrote:

Completely removing XP loss would not have a single negative impact.


Neither would giving everyone a headhunter and level 100 as soon as they start the game, right? Your definition of "negative" is naive and ignores human nature.

Give up mate they are not removing it, because it doesn't make any sense to.
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C4Guy#0918 wrote:
Spoiler
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arandan#3174 wrote:
There is no discussion to be had. It's either a flat percentage of your current xp per death, or everybody and their mom eventually hits the level cap.

So what's the problem? That it's no longer a sign that the player doesn't have a life outside of PoE or that they paid other people to carry them to that level?

Yeah, that would be really bad...


If you consider playing games to be wasting your life, I suggest you either see a psychiatrist and/or look for a different hobby.

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C4Guy#0918 wrote:

Spoiler
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arandan#3174 wrote:
Both games do not require anything past level 90 to get a functioning build, anything over that is a cherry on top and should be earned, not handed out.

Then why does the XP loss start at level 70 then?


Because this franchise requires some effort on your part in order to progress.

The penalty between 70-90 might be the same, but since the xp curve starts growing exponentially past 90, it is much easier to recover from.
A perfect balance of expecting you to form a functioning build by the time you're level 90, or/and adjust/suffer from that point onward
Last edited by arandan#3174 on Dec 31, 2024, 5:18:27 AM

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