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

"
OP has 13 challenges completed, post is irrelevant.


Ah you must be new, not everyone cares about doing challenges in the game. That number only signifies that I didn't care enough about the rewards offered to bother. After many years of playing the game I suspect ticking all the boxes is one of the first things people get bored of.

As well; challenges are only for the most recent POE1 league. They can literally be purchased or given to you in global 820. Which might be a good thing for you to know before trying to imply they are some sort of intellectual credential or evidence of a well made argument, because as we can see they clearly aren't that.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
"
Let's think logically for a moment... Here are the objective facts:

1. There is an XP penalty on death with explicitly "educational" purpose. The higher your level - the harder the XP punishment upon death. This means (not interpreting, but explicitly stated by Johnathan) that players having reached higher levels should know the mechanics and must upgrade their character power in order to take on more challenging content without death. (Let's not talk about bugs, one-shot mechanics, off-screen nukes etc, we focus solely on facts about the stated purpose of the XP punishment)

2. There is the Omen of Amelioration which reduces the "educational" XP punishment by 75%, almost completely invalidating it.

These two facts are contradicting each other because the "educational" purpose of XP punishment gets almost completely lost by having enough currency to use the Omen of Amelioration constantly.

Who uses these in POE2? The answer is: almost exclusively high-level players which were supposed to be punished even harder for their death (due to the way XP loss is scaling up to 10% with lvl 95). The same item exists in POE1 as well but is not used that often due to XP punishment being way less impactful.

So, if GGG is to stick with the dogmatic XP punishment, the Omen of Amelioration has to go (along with any means to avoid the punishment). Having both in the game does not make any sort of sense. It just adds fuel to the XP punishment argument on both sides.


The omen is another tool that can be used by a gamer to "game out" a way around the XP penalty. I don't see them as mutually exclusive or contradictory at all. Playing more risky when you have omens in your inventory or just buying omens (as with all things trade, it can trivialize the game if you wish to do so) its a valid tactic that leads to another way to solve a problem. Which is inherently what a game is, choices to solve problems.

Having a bigger gaming toolbox isn't inherently wrong. if someone wanted to (and I've actually seen a HC streamer do this) one could farm ritual for omens (in this case the low life save your ass ones) before doing more risky content.

This leads to more options right now we have:

play risky and be punished more often accepting the consequence
play safe at times and risky when you've leveled or feel like Yolo'ing
farm ritual for omens to mitigate the consequence
improve play to the point where you seldom or never suffer the penalty

And the final way to play:

come to the forums and demand that the game be made less punishing because you refuse to do those and you want the game to be easier so the consequences for bad play are reduced or mostly eliminated (the next bad consequence will be the next forum demand, such as: not need to level a character ever again for example) allowing you to play even worse and not care.

Gee how in the world do I predict this shit so well... its almost like I've seen this happen before. Seriously I am taking this stuff directly from years of experience watching D3 and then D4 become dogshit games that core gamers don't give a shit about... because they became consequence-less shallow puddles.

If you want games that go out of their way to remove downsides to bad play: you have two excellently consequence-lite ARPG's already. Don't ask me why we aren't passionately discussing how amazing less consequence is in the D3 or 4 forums right now... Probably it has something to do with those games being so perfectly designed that no one passionately discusses them because they are beyond reproach.

Or you know maybe lack of consequence makes core gamers not value those games, so instead we're arguing in the forum of the ARPG that DOES have passionate gamers > Because its not a facile and shallow game > because its consequential.

Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Jan 6, 2025, 3:25:24 PM
"
bovideos#9752 wrote:
XP penalty sucks... plain and simple.

And don't bring D2 into the discussion because:

1) It's an early 2000's game. Different times.

2) No BS deaths because of random sh1t you can't control or can't predict or can't even see. D2 deaths are, usually, 100% on you. Also, you can get most of it back by collecting your dead body.

Create your own, separate, elitist gatekeepers league if you think XP penalty is so exciting. Toss in the 1 death per map in that league also. It's not fun game design, you're just a glutton for punishment who have 0 care for your own time.


1. You cant just decide that D2 isnt comparable because its from 2000s without explaining or giving any reason why. Thats not how anything works ever.
Its a game in the same genre, thats been praised and enjoyed by millions that has the same mechanic and many still enjoyed it. Many still do, its irrelevant if the game is old or not.

2. Poe2 has no random shit you cant control or see either. Your failure to see on death effects doesnt change the reality of the world.

3. Even if you were correct and the game had hidden invisible effects to kill you then it would still be irrelevant.
How is it not instantly obvious that the solution is to fix the "random shit mechsnic that you cant control or see". Its yet again completetly irrelevant to weither xp penalty should stay or not
the problem is when a white mob does more dmg than bosses and oneshot you randomly completely stripping whatever defense you may had
"
Nyon#6673 wrote:


2. Poe2 has no random shit you cant control or see either. Your failure to see on death effects doesnt change the reality of the world.

3. Even if you were correct and the game had hidden invisible effects to kill you then it would still be irrelevant.
How is it not instantly obvious that the solution is to fix the "random shit mechsnic that you cant control or see". Its yet again completetly irrelevant to weither xp penalty should stay or not


Nyon, you have clearly not been playing this game at all past act 3.
"
mrfox123#7595 wrote:
"
Nyon#6673 wrote:


2. Poe2 has no random shit you cant control or see either. Your failure to see on death effects doesnt change the reality of the world.

3. Even if you were correct and the game had hidden invisible effects to kill you then it would still be irrelevant.
How is it not instantly obvious that the solution is to fix the "random shit mechsnic that you cant control or see". Its yet again completetly irrelevant to weither xp penalty should stay or not


Nyon, you have clearly not been playing this game at all past act 3.


I have two different characters that im farming the hardest maps available with. And I havent once died to something that I couldnt see or couldnt have controlled.

That doesnt mean that I dont think theres too many on death effects and probably some more mechanics that need tuning.

But first off you should be accurate and honest when giving feedback, not making up imaginary stuff. You know that you couldve avoided that lightning explosion if you were paying attention but your ego cant handle it.

Secondly like I said its comøletetly irrelevant. Even if i concede just for the sake of argument.

The game has invisible mechanics that you cant control that kills you.
You lose 10% exp on death.

Option A) fix the mechanic so we dont get killed by something we cant see

Option B) remove xp penalty


Yes lets keep telling them to go for option B. Theres dozens of posts like this. And every single argument against xp penalty is relying on the fact that the game has "broken" or "unfair" mechanics. The part I dont get is why arent people instead complaining about getting those mechanics fixed? Is it an ego thing? Are they afraid of asking the game to be easier?
bro just play hc and stop being toxic positive my guy. game will tell you you're not ready for the content so you can lvl your next char and make adjustments. hope that makes you happy.
"
"
Let's think logically for a moment... Here are the objective facts:

1. There is an XP penalty on death with explicitly "educational" purpose. The higher your level - the harder the XP punishment upon death. This means (not interpreting, but explicitly stated by Johnathan) that players having reached higher levels should know the mechanics and must upgrade their character power in order to take on more challenging content without death. (Let's not talk about bugs, one-shot mechanics, off-screen nukes etc, we focus solely on facts about the stated purpose of the XP punishment)

2. There is the Omen of Amelioration which reduces the "educational" XP punishment by 75%, almost completely invalidating it.

These two facts are contradicting each other because the "educational" purpose of XP punishment gets almost completely lost by having enough currency to use the Omen of Amelioration constantly.

Who uses these in POE2? The answer is: almost exclusively high-level players which were supposed to be punished even harder for their death (due to the way XP loss is scaling up to 10% with lvl 95). The same item exists in POE1 as well but is not used that often due to XP punishment being way less impactful.

So, if GGG is to stick with the dogmatic XP punishment, the Omen of Amelioration has to go (along with any means to avoid the punishment). Having both in the game does not make any sort of sense. It just adds fuel to the XP punishment argument on both sides.


The omen is another tool that can be used by a gamer to "game out" a way around the XP penalty. I don't see them as mutually exclusive or contradictory at all. Playing more risky when you have omens in your inventory or just buying omens (as with all things trade, it can trivialize the game if you wish to do so) its a valid tactic that leads to another way to solve a problem. Which is inherently what a game is, choices to solve problems.

Having a bigger gaming toolbox isn't inherently wrong. if someone wanted to (and I've actually seen a HC streamer do this) one could farm ritual for omens (in this case the low life save your ass ones) before doing more risky content.

This leads to more options right now we have:

play risky and be punished more often accepting the consequence
play safe at times and risky when you've leveled or feel like Yolo'ing
farm ritual for omens to mitigate the consequence
improve play to the point where you seldom or never suffer the penalty

And the final way to play:

come to the forums and demand that the game be made less punishing because you refuse to do those and you want the game to be easier so the consequences for bad play are reduced or mostly eliminated (the next bad consequence will be the next forum demand, such as: not need to level a character ever again for example) allowing you to play even worse and not care.

Gee how in the world do I predict this shit so well... its almost like I've seen this happen before. Seriously I am taking this stuff directly from years of experience watching D3 and then D4 become dogshit games that core gamers don't give a shit about... because they became consequence-less shallow puddles.

If you want games that go out of their way to remove downsides to bad play: you have two excellently consequence-lite ARPG's already. Don't ask me why we aren't passionately discussing how amazing less consequence is in the D3 or 4 forums right now... Probably it has something to do with those games being so perfectly designed that no one passionately discusses them because they are beyond reproach.

Or you know maybe lack of consequence makes core gamers not value those games, so instead we're arguing in the forum of the ARPG that DOES have passionate gamers > Because its not a facile and shallow game > because its consequential.



This has nothing to do with other games or people's opinions. Please stay focused on the two mechanics and their stated purpose/function.

And once again, as GGG stated, the purpose of XP penalty on death is to make death feel meaningful. The purpose of the omen is to mitigate the XP penalty on death almost completely. So, the omen's effect cancels the XP loss. It does not mitigate death itself.

And again, this is not about the way to play. Everyone plays the way he sees fit. This is about two game mechanics having exactly the opposite purpose thus contradicting themselves.

As I said before, either drop the omen or the XP loss on death. Having both of them at the same time does not make sense.

"

Hardcore players must be laughing to see people QQ over a ridiculous loss of experience.


Maybe, but some of them are also laughing at the people who think getting to 100 in anything outside of hardcore is an achievement. ¯\_(ツ)_/¯
"

This has nothing to do with other games or people's opinions. Please stay focused on the two mechanics and their stated purpose/function.


On the contrary examples from shallower "dumbed down" games help starkly contrast the subject matter.

Maybe thats why you want to restrict them from the conversation? To be sure they pretty irrefutably contradict the idea that removing consequences is a good idea.

We have empirical proof of what happens to a game that panders to players who want consequences for bad play removed, in fact two very good ones within this genre alone and many others without.

"

And once again, as GGG stated, the purpose of XP penalty on death is to make death feel meaningful. The purpose of the omen is to mitigate the XP penalty on death almost completely. So, the omen's effect cancels the XP loss. It does not mitigate death itself.

And again, this is not about the way to play. Everyone plays the way he sees fit. This is about two game mechanics having exactly the opposite purpose thus contradicting themselves.

As I said before, either drop the omen or the XP loss on death. Having both of them at the same time does not make sense.



But your dichotomy is false. There's no inherent contradiction in providing multiple solutions to the same problem in any game. I was trying to be conversational and not get bogged down so I glossed over your assertion and provided examples that were meant to suggest to you that you might be wrong. Apparently you prefer to hand wave them and call them out of bounds.

So I guess its probably pointless to highlight that 75% mitigation of a consequence due to "gaming it out" (AKA smart gaming if you're prone to bad habits) isn't an absence of consequence: It's actually a reward for being less bad at the game and only serves to expand how much "gaming" can be done by your players.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.

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