It's 2025, and XP Penalties on Death Still Exist?

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... play sensible you dont die ...


Made my day :D
So many arguments. Let GGG check the metrics - how many play sessions end after a recent death, I don't know what picture it will paint, but I would bet it will speak volumes.

For me personally there is no better mechanic to make me stop playing the game than xp penalty.

Time is precious, you commit it to a computer game sacrificing some alternative activities IRL or otherwise, you play the game for a few hours, you enjoy your time and everything is fine.
Then you die, you lose all xp you acquired in these hours and a bit more, brutal realization manifests - you chose to grind some xp in poe2 instead of whatever other activity you could do, but now you died, you sacrificed X activity and you also went backwards in game progression, what a fruitful play session that was, I never want to experience that again.
GGG keep exp loss on death. You will anyway I am sure about that.

Sausage fingers should never be able to facetank in-to lvl 100.

It should feel like an achievement, not as a result of brain rot play. Talking from my perspective also.
• Fo shizzle ma nizzle
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Xebov#4972 wrote:
Thats a good joke. The game is so complicated and offers so little information inside the game that you have to look at guides. Given how easy it is to get something that isnt working, following a guide for a build is a lot easier than trying to learn how it works.


It's true. The game is complicated as hell, and my greatest issue with PoE across both its iterations is that GGG has taken zero steps, in-game, to have some kind of tutorial mode/section that actually teaches people how the game's systems work and interact, or how to build your passive tree. I think this is a #1 priority that baffles me as to why GGG won't just make a whole department for, because if they want new players, this is something they should do.

However, if you like the game, the resources ARE there to learn, and build variety is more diverse than you'd think. There are build guides, but there are also GENERAL guides that teach you how to build a character. Most knowledge from PoE1 can be ported and applied, with minor changes. Sure, you're not blasting through maps like Archmage Spark if you do your own thing, but that's a problem of the top builds with guides made by content creators being over-performers.

I'm playing mace chronomancer in a way that differs from what the HotG popular build does (or anyone else I've seen, for that matter), and am still progressing at T15s, because I have historically never found it fun to play the game by following a guide. I'd rather take double the time than another player to progress, even if it means I get to make my own thing and "debug" it until it works. Build variety is greater than what social media, YT and the forums would make you believe (even if certain things DO need buffs, but that's just part of the Early Access balance, and you can just stop playing or roll another character until GGG addresses it. Lord knows my build is likely getting very buffed as they improve/rework Warrior skills, armour and life).

Player time is valuable, but how you assign value to that time varies. If your value comes from just blasting through the game with no thought, then sure, there is no build variety.
Last edited by ClockworkShrew#7536 on Jan 3, 2025, 1:14:10 PM
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Xebov#4972 wrote:
Thats a good joke. The game is so complicated and offers so little information inside the game that you have to look at guides. Given how easy it is to get something that isnt working, following a guide for a build is a lot easier than trying to learn how it works.


It's true. The game is complicated as hell, and my greatest issue with PoE across both its iterations is that GGG has taken zero steps, in-game, to have some kind of tutorial mode/section that actually teaches people how the game's systems work and interact, or how to build your passive tree. I think this is a #1 priority that baffles me as to why GGG won't just make a whole department for, because if they want new players, this is something they should do.

However, if you like the game, the resources ARE there to learn, and build variety is more diverse than you'd think. There are build guides, but there are also GENERAL guides that teach you how to build a character. Most knowledge from PoE1 can be ported and applied, with minor changes. Sure, you're not blasting through maps like Archmage Spark if you do your own thing, but that's a problem of the top builds with guides made by content creators being over-performers.

I'm playing mace chronomancer in a way that differs from what the HotG popular build does (or anyone else I've seen, for that matter), and am still progressing at T15s, because I have historically never found it fun to play the game by following a guide. I'd rather take double the time than another player to progress, even if it means I get to make my own thing and "debug" it until it works. Build variety is greater than what social media, YT and the forums would make you believe (even if certain things DO need buffs, but that's just part of the Early Access balance, and you can just stop playing or roll another character until GGG addresses it. Lord knows my build is likely getting very buffed as they improve/rework Warrior skills, armour and life).

Player time is valuable, but how you assign value to that time varies. If your value comes from just blasting through the game with no thought, then sure, there is no build variety.


We are on the same page here. There is way to little information and to much stuff is hidden away for players to get a good understanding on their own. I also like to play my own build and usually borrow some bits and pieces from what other do if i dont see the connection myself. This also means that build variety is theoretically possible, but the step to get it accross the board is to big. Also viability palys a huge role here. If ppl are given a choice between copying a build they have to read in for 30mins and learning the basics in several hours they are likely to just copy it. Especially since the communities approach in some areas is "dont try it yourself, just copy this".
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GGG keep exp loss on death. You will anyway I am sure about that.

Sausage fingers should never be able to facetank in-to lvl 100.

It should feel like an achievement, not as a result of brain rot play. Talking from my perspective also.


How is playing mindnumming easy content for hours to make progress anything else than brain rot play? Its not even feeling as an achievment, its more on the line of "iam finally done with this".
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Xebov#4972 wrote:
How is playing mindnumming easy content for hours to make progress anything else than brain rot play? Its not even feeling as an achievment, its more on the line of "iam finally done with this".


This is partially true. I like lv100 being something you have to maybe build specifically and strive for, and is a goal you don't necessarily need to reach with every character, but it would be better if they added a different opt-in way to engage with maps at higher difficulty that would let you do it in a more reasonable time, rather than having to play it safe doing a lot of normal maps.
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... play sensible you dont die ...


Made my day :D


This is the heart of the problem: You should be dying regularly.

By "playing sensibly" you really mean "avoid all challenging content."
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Xebov#4972 wrote:
Especially since the communities approach in some areas is "dont try it yourself, just copy this".


You can blame the community, but I think this is a general and awful sympthom of gaming and player expectation at large nowadays. Everyone wants to get their rewards immediately, with no struggle. No one's a thinker anymore. They just want to play the game without even trying to deconstrust and learn their systems, because that's "too much effort". The puzzle-solving mentality is largely dead.
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Talamor1#0630 wrote:
Please GGG, do not listen to those who ask you to remove the experience penalty. Don't make this game any worse than it already is.

xp penalty is the reason why this game remains competitive for so long and ensures player retention for several weeks.

You lose experience if you die.
You grind for hours to buy better equipment to not die again and level up. And thanks to your extra level, you get an extra skill point which makes you even stronger, and which will allow you to grind even more to buy even better equipment to level up, etc...

without xp penalty, you no longer need to buy better equipment.
All you have to do is launch a bunch of maps and farm them like a brainless person without even looking at your screen. Even if your build sucks, you'll still end up levelling up to level 100...

Thanks to the penalty, you're rewarded if you have a reliable, solid enough build, and if your playing style allows you to avoid death.


translation: i have no accomplishments in life, so i have to overcompensate with epeening in game forums

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