Do all the XP penalty complainers just body brigade through the game? Honest question
" No, it's the other way around. If you take more risk, you get more rewards allowing you to get better gear. Also, you get more XP if you do higher tier content. People are complaining that the lose hours of progress in a single death. That means they're doing content that is way too low for them. |
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" This "long time not dying" part is the problem for me. Because this long time is let's say 10 hours of game. For some it's two days, others it's one week. Why would you make somebody wait one week to do risky content. Last edited by Vinsdvalh#0247 on Jan 4, 2025, 6:38:17 PM
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" nobody is making them to wait but theirselves. |
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considering how many people "body brigade" through life i think you may be on to something.
Step 1 is to self reflect.
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" I completely agree with you. I was in D4 in the pre-launch days to launch to its eventualy decline. At every step of the way, whenever it felt like we, as tryhards, were pushing the boundaries of the content, we were punished. Class nerfs. Dungeon XP nerfs. Open-world XP nerfs. Helltide nerfs (open-world zone that's timegated). Monster buffs. Boss buffs/Glitchy bossfights. It felt less and less about making the game challenging as much as it felt like the devs were just trying to rein us in. It basically just felt like they were trying to stop us because it hurt their feelings and pride that we were trivializing their game. That's what I see here. Does the Death XP Penalty suck? Sure. I'm currently lvl 92 on my Titan and I play carefully, as the elitists so very generously deign to instruct. Everything is about not dying. I haven't died in days. Am I doing it right, stans? Am I cool now, like you? This isn't skill. This is tank meta. Or FOTM meta. Or whatever broken build meta pre-nerf anyone can cobble together. This isn't skill, again. Let's just call a spade a spade. If you look at the people who comment in favor of the Death XP Penalty, you'll notice two things: (a) tank meta and (b) S-Tier meta if DPS. "Level 100 is supposd to be a feat". "Level 100 is supposed to be an achievement." Life is your achievement -what you do with it, who you spend it with. That's your achievement. Not this game. It's actually sad to feel so insecure about your in-game achievements that you desperately cling to them and the systems that make you feel special, when deep down, you know you only got there bcause you cheesed and played safely. That's why they're loud. They actually know they've lost at life. And you HAVE lost at life if videogame achievements are your "feat". They already know. They just don't want you to know: hence the abuse, hence the invalidation, hence the ad hominems. In the end, it'll turn out as you say: punish the players, they'll leave. It happened in D4. If POE2 doesn't change, it'll happen here too. We'll all move on to more fun and rewarding things. The elitists will still be here, shouting into the void, about their achievements that nobody cares about. |
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" No - you only lose the souls you haven't spent. Once you learn to stop hoarding souls, you won't lose very much. But let's look at the important part - you can get right back in and fight the boss again. This means the boss can have mechanics that take multiple deaths to learn. The game is actually CHALLENGING. That's what's missing from PoE 2 - the punishments force the game to be stuck in easy mode. |
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IMO, losing 10% is ancient relic. It's serve it propose back in the day in all glory. Looking back at Diablo 2, please tell me how often you die from one shot? Diablo 2 have lot of big hit and some are hit repeatedly, but most can be spam your full reju to give sometime to escape. You know when you about to die from what.
That why losing 10% is reasonable back in the day. Many try to replicate that, poorly. (I'm not talking about uber gang, viper plague javelin, or corpse explosion of cause.) Soul game lose their exp, but it can be carefully recover in full. Player can also spend them somewhere else before engage a risky fight like boss. Most of the time, their respective area can be farm exp back quite fast if they don't over level so much that need ton of exp to level up. That why it work and nobody complain except total newbie. I'm okay with losing 10% on death, but at least make it reasonable. If you like soul or trial and error approach, remove it. If you like ARPG grinding approach, turn it down to more tolerate level. Slow in, slow out cuz I'm just a player.
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" Hello darkness my old friend |
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" Most of them, yes. The overleveling and no risks part anyway, but they are having fun. They find that fun. |
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