Do all the XP penalty complainers just body brigade through the game? Honest question

We may be in an age where punishing games are no longer needed except for games that sell high difficulty such as Soul-like games. There are far more people playing games than in the past.
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We may be in an age where punishing games are no longer needed except for games that sell high difficulty such as Soul-like games. There are far more people playing games than in the past.


High difficulty games need punishments the least.

Souls-like games are NOT punishing.

You lose the souls in your inventory - but you can get them back. If you spend your souls as you go, you never lose very many.

Most importantly, when you die to a boss, you can immediately go back and try again.
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Nyon#6673 wrote:
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If 150k players comes here and defend XP penalty if it's being challenged, then yes GGG should surely protect it.

And the default, "if it's already there then it should always be there" is just an excuse to not improve the game. Challenging standards is the way to go beyond and further.


1. "if it's already there then it should always be there" is a bad argument, I agree.

2. People are in general much more likely to voice their opinion on matters they disagree with or dislike then the other way around.

3. There obviously are alot of people that dislike it, but its equally obvious that there are alot of people who want it to stay, for various reasons. And as long as the game does well in terms of player numbers I dont think its likely that we see any big change to core mechanics thats been part of the game since release of poe1.


I totally agree with you.

You can keep pleasing your original playerbase once it has some stability in numbers.

Or you could try to reach out to new crowds of gamers by adapting the game to their demands.

Or you could do both and you're gonna have to make game modes for people who don't have more than two hours a day to play, otherwise you're gonna alienate some people.
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We may be in an age where punishing games are no longer needed except for games that sell high difficulty such as Soul-like games. There are far more people playing games than in the past.


I feel like were seeing the opposite trend, that more and more appreciate hard games and challenging gameplay.

Alot of games that are having success with "soulslike" games.
Yeah it's not like you have to first grind for another hour before getting another try on the boss. Instead, souls-like games have shortcuts that let you keep infinitely retry the same boss over and over until you beat it.

Unlike POE2, where Rares and Bosses and other events will disappear just to make you spend more time in the game.

As to "challenge", wasting player time is not challenging, nor is it difficulty.
Last edited by kumogakure#7381 on Jan 6, 2025, 4:58:56 AM
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exsea#1724 wrote:


as for level 100 not being mandatory.

i agree with you only partially. in poe1 voidstones are not mandatory, nor are maven invite clears nor are whole lot of other things. but the rewards they provide are significant enough that players want them. "just 1 more point" seems trivial when you have 131 atlas passive points but that 1 point could mean guarantee 3 league content in every map with them being highly juiced and without using scarabs. just 1 more passive point can push your character to greater heights. people are willing to BUY carry services because of how valuable they are.

watcher's eyes range from worthless to mirror tier. an improvement of 1-2% is so highly sought after that prices raise exponentially.

you can have the opinion that level 100 is not necessary, but you cant just expect everyone to share your same opinion.

the fact that in poe1 you can get to level 100 via omens and "carries" means that reaching 100 no longer is something out of pure effort but something that can be bought. 100 divs or so and you can buy yourself a level 100.

if you can buy it, all the penalty does is make a barrier for weaker players. forcing them to save up and "buy services" making other player's wallets fatter.

personally whenever i see people defend the xp penalty i would think they're either people who want to keep it difficult so that only the most dedicated people can reach 100 and thus have prestige, or people who sell carry services.

to me, if you REALLY want prestige. hc 100 is there for you if you really want prestige.

i've reached sc 100. to me i m happy enough but if i want to brag, i would only brag if it were hc 100.

beyond that i see no reason for xp penalties.

its 2025. gamers aint got time for that.

defend it all you want. if gamers ragequit, theres less players playing the game. less players play poe, ggg gets less money, ggg gets less money, then you get less poe.

theres really no reason to have xp penalty at this point.


Again, you are min maxing and optimizing the end of the Endgame, which isn't necessary unless you really want to tryhard a game to its limits, even though knowing it's a huge timesink.

And again, you think level 100 is kind of mandatory because others games use the max level as a baseline, while it isn't the case for poe.

Let's imagine a different scenario :

Imagine a Tekken player thinking to have closure in PoE2 he needs to unlock all characters.
So this players start to play with the idea that the game isn't complete until he has 1 character level 100 of EACH ascendency.
Then, after playing for thousands of hours, he comes to the forums and complains to everybody that the game is too long to complete in a league-time because he barely found enough time to level up, build and gear up 12 characters to max level, so the XP curve, the penalties, gear drops and such should all be made easier because his goal is too hard to reach.

What is the issue here ?

-Do you think the issue is with the XP curve, penalties, gear drops and building, because one player can't reach his obvious goals ?
-Or do you think the issue was with the expectation and the goals he set himself thinking it was this kind of game ?

The problem at hand is exactly the same. Nobody is asking anybody to reach level 100 for anything. Only the player force himself to do so. Only the players impose that onto himself as some mandatory content to reach and unlock. The game doesn't ask you to do it. The game offers you the opportunity to do it, if you really want, but that's it.
Last edited by dwqrf#0717 on Jan 6, 2025, 5:28:06 AM
Dying is part of the game/fun, especially when it happen just because you didn't see a puddle and you stepped in it, so funny, I keep laughing every time.
And then yes you learn obviously, you learn that you have to wait 5 secs after each mob kill on some maps, and that too is part of the fun!
Let me tell you something, you don't know what is fun or not, you don't know what is a good game and how you have to play it, only GGG knows!

Same when you die when your framerate goes down to hell because of crap optimisation (Yeah we know you're way in the recommended config, don't care!) or when you're stuck in a map tile which look the same as a one you can go through, die, learn, take your nerfs and don't come here to cry, you signed for it!!

Submit!!
Last edited by wisfrede#3091 on Jan 6, 2025, 6:05:32 AM
Haven't read all of the posts in this thread, so please bear with me if it was already brought up...
I saw a YouTube video from some PoE2 player who very well summed the situation up:
PoE2 is currently a game with two game modes:
a) Campaign-Mode: You learn the game, it is hard (specifically fresh start of first character), you most likely die a lot to learn the ropes. Dying is part of the game experience and while it sucks, it is a measure of teaching.
b) Map-Mode: You play essentially PoE with new graphics and new components (movement, skill system, ...) with a lot of punishment for dying. You lose map benefits, time, experience and since they are 1-death maps you immediately lose uncollected drops. For "pro-gamer" players, it seems that most maps are either "easy" as they 1-shot everythin or you you die on a 1-shot at some point. So no learning opportunity (map is gone), no learning on how to improve your character. It's just 1-shot them or get 1-shot yourself.

As result, the second mode, the one which should retain players in PoE2, is so vastly different to campaign mode that there are presumably quite a number of players who are shocked or repelled by this.
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Mouser#2899 wrote:
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dwqrf#0717 wrote:

Feedback, for instance, is a place where the vocal minority strives, and they end up making 90% of negative posts. If the whole playerbase would leave feedback, most of the posts here would be positive feedbacks, but they aren't because the "silent majority" doesn't care about leaving feedback and trust the makers to keep doing their thing.


So why bother with forums for feedback only to ignore it all?


I've never said feedback is ignored ; but it surely is filtered, because good devs cannot just listen to every complaints as an objective truth.


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It's true if you assume that everybody that has something bad to say about the game is going to post it in here. More precisely you're assuming that everybody than hasn't posted anything here thinks the game is 10/10 perfect.



No, I don't assume that people not posting anything here think the game is 10/10.

But I do assume one thing : most normal people of the silent majority will do something extremely healthy respecting their own opinions and their time :
-if they like it more than they dislike it, they keep playing.
-if they dislike it more than they like it, they stop playing.

And that's reflected on stats and usage, which is an important feedback by itself for the devs.
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dwqrf#0717 wrote:


No, I don't assume that people not posting anything here think the game is 10/10.

But I do assume one thing : most normal people of the silent majority will do something extremely healthy respecting their own opinions and their time :
-if they like it more than they dislike it, they keep playing.
-if they dislike it more than they like it, they stop playing.

And that's reflected on stats and usage, which is an important feedback by itself for the devs.


But some people play, they don't think it's perfect, but keep playing. And never come here to say how it could be perfect in their own eyes.

Playing or not playing is not the only healthy way to give feedback or advocate for a change.
There's a world of grey in between.

You're absolutely right that devs must have some stats about everything as feedback, and that it is also more valuable than some sob story from a disappointed gamer on the feedback forum.

There is also a very likely world where this feedback forum is just a dusty suggestion box given by GGG out of courtesy but it's never really taken seriously because they already have all the data they need.

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