EXP LOSE SUCKS!! STOP DEFEND IT!
" youre right, but people being aware of that an able to do that because of experience etc. are not having problems getting to lvl 95+ |
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+1
Remove xp loss on death. |
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" Thank goodness. Some people still use their brain. Anyone who argues the last 8-10 points don't matter has genuinely lost the plot. |
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Getting to high levels wouldn't be an achievement if it were easy.
Getting to 100 from 90 is not a huge power increase for any build. You don't need to get to 100 except to say that you did. You can't both have the grind to 100 be trivialized and still feel rewarding. Basically everything past 90 is prestige and you just want that aspect gone...it's baffling. |
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" I get your point, 100 should be an achievement. But achievements are relative. For example: No-hitting all 7 "souls" games in a row live on Twitch is an achievement, and an extremely difficult one. But how many people do you see working toward this achievement? (You can count them on one hand) Just because something is an achievement certainly doesn't elevate it to a level where it should be unachievable and UNFUN for the majority of people. |
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" removing achievements for everybody, no matter if they are boring, tedious or grindy, because some people are not able to achieve them, isnt a good solution, dont you think? |
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I hate the death penalty too and think it's unnecessary. I'm currently 96 as a titan and it's just sick how much you get deducted. In purely economic terms it hurts the player base more and I think it generates less revenue. My idea would be that since every season is a kind of competition or race, the death penalty is turned off in every season as soon as the first or first 10 players reach level 100. As a thank you and honor to the players who have made it, there will be something nice from ggg and the honor of the other players in some kind of support. That would be nice and a really cool community task then.
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" POE is a game that is meant to be played for months and lvl 100 isn't supposed to be something you get to in a few weeks or in a month. Like lets be real, once you hit 100, what then? By then you will have your atlas basically completed. So then what? Wait for next league? I don't really get why it's "unfun" - I'm ~20% into 95 and it's fun... I think if I were 100 it would actually be LESS fun as death would cease to be a total consideration for me. The slow progression is meant to serve as a long term stretch goal, not a sprint that you grind towards. This isn't WoW where the "Game begins at level cap" - the level cap is just something you may or may not get to but it shouldn't really be THE goal. Folks who are setting out in PoE2 with the focused goal of hitting 100 or 95 and ignoring everything else are approaching the game with an incompatible mindset. |
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" U telling me you can't afford spending 70ex at lvl 90+ to protect your next death with an omen and ensure you keep levelling? (yes i know SSF cannot do that, that's why they buffed omens") |
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Xp loss its self is not actually bad. Its the combination of loss that's so horrible.
Lose XP, Lose way stone, lose map bonuses, lose any loot left in map. Its really the combination of all of these that makes this so impactful. As per the interview with Gazy and Darth, they cant functionally remove the loss of map bonuses their needs to be a solution to the punishing feeling dying has right now (its a bit to much), this is pigeon holing builds. Don't get me wrong I think being punished for dying is good (as long as its not from buggy crap). But there is a threshold for how punishing it should be and right now its over that threshold. Patch 0.1.1 did have an extreme impact for me personally and I can now see the affects better and have got killed much less in the last day (on monk particularly). Have made significant progress on my monk and witch. there is a disparagement between campaign and end game. In the campaign you are fighting mobs relatively close to you player level (I am usually under level now 500+ hours into playing). However in end game at level 89 base 15 maps have level 80 mobs.... so the progression of XP is very slow. Xp does matter as passive points make a big difference in player power. Now I understand that levels can be added to maps and you can add harder mods to make monster level improve however the base level is simply to low at a level 15 map. There needs to be less convoluted ways to increase mob level (passive atlas tree nodes?) This would provide a way to avoid so much of the death pain with not removing it from the game as a function. And removes some of the rewards that could be gained my other nodes while progressing so players that have builds that don't need it are rewarded for not taking the nodes that lessen the affect of death. My take is that with base maps (white) you should be able to level to max level. The content gate should be once you get to max level and the push up the rarity of your maps. Content gating through lacking Xp always feels bad in every game I have ever played that has this approach. |
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