XP loss leads to player count loss.

Sadly what people don't get is that GGG have no real interest in keeping a very high playerbase. They are happy to have a smaller group who are totally invested in the game and spend a lot of bank on microtransactions.

They could make the game far better for more casual players but this is not where they make the majority of their money.

They subscribe to the very old game creator philosophy of make it frustratingly hard so only a few % "win" the game and those ones like to make sure you know how good they are.

There is a joke going the rounds "how do you know if someone is vegan?", "you don't but they will tell you anyway", sort of like this game. There are a small niche group, and you can easily spot them, who will defend & spend on this game.

Until they lose the "whales" who spend a lot of bank, they could not care less about the others. been this way for many, many years.

Only a change at the top will ever make this game as good as it could be.
"
Sadly what people don't get is that GGG have no real interest in keeping a very high playerbase. They are happy to have a smaller group who are totally invested in the game and spend a lot of bank on microtransactions.

They could make the game far better for more casual players but this is not where they make the majority of their money.

They subscribe to the very old game creator philosophy of make it frustratingly hard so only a few % "win" the game and those ones like to make sure you know how good they are.

There is a joke going the rounds "how do you know if someone is vegan?", "you don't but they will tell you anyway", sort of like this game. There are a small niche group, and you can easily spot them, who will defend & spend on this game.

Until they lose the "whales" who spend a lot of bank, they could not care less about the others. been this way for many, many years.

Only a change at the top will ever make this game as good as it could be.



It's really baffling how you can say that GGG caters to the community who like and support their games as a "problem".

That's....like how live service games are supposed to work.

When you get a developer who ignores their community and starts to trend chase and try to attract a different broader audience at the cost of alienating the existing player base, you get Robocraft...
"
It's the added damage and elemental debuffs for me. Although I would love to increase my max hp by 100(so much!), but that would lead me into a worse situation where I have no mana. Thus no attacks, thus death. I could go for ES, but that's divs worth of gear.

I could run lower tier maps, but then I'd feel as though I'm not progressing anymore. I'd quit before I'd care to upgrade my gear lol.


I think you've mentioned something important here that my main experienced for a time. It's the no man's land where your gear isn't good enough to clear the content that would net you experience consistently, and your luck isn't high enough to get drops to upgrade your gear. In that position, losing xp on death is just more frustration.

I started to struggle quite a bit at T15 similarly, so I switched out my build to be more defensive, but with slower clear speed. I got more consistent exp and because I could run T15s, I got better drops, so I'm now running them quite comfortably. There does seem to be a point where you start to snowball in terms of better gear > better clear > better drops, and I'd wager, besides some of the cheap ways to die, that a lot of players very unhappy about exp loss are in that position. But a proportion of players in that place will not accept exp loss on top of not seeing their character progress and will give up instead, imo.
exp loss is so dated and neads to go, progression when you reach 90+ is insanely slow. you already have all your gear, you already can do all the content in the game, there is no point to make it such a slog and take your exp when you die to the game bugging out.
100% What these guys say

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Direfell#7544 wrote:
Leveling up past 90 is more of an optional goal for people that want to play/grind more than others.

Don't measure a characters progress by it's XP bar and the frustration disappears.


you dont understand this. you have to be 100 to finally beat the game, nothing else matters. if you cant be 100, why even play. its not about the journey, its about being 100 and being done with the game. he would rather quit the game than being done with it.
Mash the clean
shallow games that don't make you feel like your choices matter leads to even worse player loss. Just look at D4 if you don't believe me.

D4 doesn't punish you much for death. Go play that. Oh wait you and everyone else are bored of that game and everyone seems to want to play this one instead of that one?

You don't say... wonder why that is.

Its okay in some days there will be 3 or 4 days of excitement for D4 but a few days later they'll all be back in POE2 again...

Another "wonder why" that might be. Maybe because games that don't force you to care about your choices are shallow and get boring much faster than ones that do force you to care.

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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_rt_#4636 wrote:

But one thing you got wrong is: GGG is a company and all they want is to earn profits.


If you don't think GGG want to make what they consider to be a great game while also making plenty of money doing it then you're just hopelessly imperceptive and also cynical.

If they cared more about making money than a good game they would have all wrkers on "Path of Diablo Immortal" A mobile game that would have Diablo immoral levels of scummy preditory P2W.

Your problem is you have an overly narrow world view where all humans are purely driven by max profit. But you're missing a really large motivating factor of human nature.

Most of us want some combination of "great legacy" for having made or created something cool, AND lots of money for having done so. This is the actual ideal use case for artistic endeavor through human history.

Some of us will settle for making lots of money putting trash out (Blizzard, EA software, most AAA studios tbh) but then there's the GGG's and Re-logics of the world that are making lots of money while putting out a product that appeals to a more niche "core gamer" audience without trying to milk every customer dry.
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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Yoakar#8952 wrote:
exp loss is so dated and neads to go, progression when you reach 90+ is insanely slow. you already have all your gear, you already can do all the content in the game, there is no point to make it such a slog and take your exp when you die to the game bugging out.


Keep in mind this is Early Access still and we haven't gotten all the content yet. There may be content that will make leveling to 100 far easier once we get closer to full F2P release. I have bigger gripes than XP loss with the game personally.

Mana cost of skills as they level up is really frustrating to try to balance gear and passives around when a single skill can cost over 300 Mana. Rarity of items being basically a mandatory stat to get currency drops makes it so you are hard locked into sticking with old out of date pieces of equipment, even if you would have gotten an upgrade otherwise (that could have helped with "Out of mana! Out of mana! Out of mana!") Having all the nodes to increase the chance of a higher tier map drop, then getting something as low as a Tier 2 maps as drops while you are in a Tier 12+ map, often, the sustain is awful. Greater Jeweller's Gems never dropping. Performance tanking heavily with maps that has a lot of water/fire. Nodes on the end-game map that aren't connected to any other nodes. Certain mob attacks like the sun beam that lasts way too long and covers the entire screen with perfect tracking of your character. Blink being inconsistent with sometimes it being able to traverse over something and other times it just blinks into it, then if you use it again it goes over it. Enemies that die and leave poisonous clouds that takes ages to dissipate so you are stuck waiting to go forwards. I don't mind on-death stuff I can just run away from, but when they cover the ground with a cloud of damage ticks it is just annoying, especially when they last like 10 seconds.

While leveling does slow down currently, I will wait and see what content we get that may make it easier to level in the 90+ range. That may, as with the other things I listed above, just be temporary until we get fixes and more cotent.
Last edited by Absconditus#0168 on Jan 18, 2025, 7:03:07 PM
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Yoakar#8952 wrote:
exp loss is so dated and neads to go, progression when you reach 90+ is insanely slow. you already have all your gear, you already can do all the content in the game, there is no point to make it such a slog and take your exp when you die to the game bugging out.


Keep in mind this is Early Access still and we haven't gotten all the content yet. There may be content that will make leveling to 100 far easier once we get closer to full F2P release. I have bigger gripes than XP loss with the game personally.

Mana cost of skills as they level up is really frustrating to try to balance gear and passives around when a single skill can cost over 300 Mana. Rarity of items being basically a mandatory stat to get currency drops makes it so you are hard locked into sticking with old out of date pieces of equipment, even if you would have gotten an upgrade otherwise (that could have helped with "Out of mana! Out of mana! Out of mana!") Having all the nodes to increase the chance of a higher tier map drop, then getting something as low as a Tier 2 maps as drops while you are in a Tier 12+ map, often, the sustain is awful. Greater Jeweller's Gems never dropping. Performance tanking heavily with maps that has a lot of water/fire. Nodes on the end-game map that aren't connected to any other nodes. Certain mob attacks like the sun beam that lasts way too long and covers the entire screen with perfect tracking of your character. Blink being inconsistent with sometimes it being able to traverse over something and other times it just blinks into it, then if you use it again it goes over it. Enemies that die and leave poisonous clouds that takes ages to dissipate so you are stuck waiting to go forwards. I don't mind on-death stuff I can just run away from, but when they cover the ground with a cloud of damage ticks it is just annoying, especially when they last like 10 seconds.

While leveling does slow down currently, I will wait and see what content we get that may make it easier to level in the 90+ range. That may, as with the other things I listed above, just be temporary until we get fixes and more cotent.

Don't get me wrong, there's other issues with the game. It's just the most obvious if they want the game to not be as grueling as it is. I'm at 300 hours without an upgrade.

I've checked all the guides, done exactly what they said. Watched youtube videos and it's all stuff I've been doing since hitting endgame and not one weapon upgrade. My DPS on my weapon is like 500 and I bought that. I've gotten a few sub 30-40 ex items that other classes can use, largely still junk.

I don't understand. There needs to be a choice either on better drops + punishments or worst drops + less punishments. How it currently it, it's around 5 punishments for close to no upside. That needs to be addressed and the easiest fix is xp lost, considering you would gain something at a minimum at the end of the day.

I can handle losing maps, items, along with crap loot drops 99.999% of the time. XP lost on top of it is bad taste.
Last edited by BIGMP#3106 on Jan 18, 2025, 10:36:41 PM
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Sadly what people don't get is that GGG have no real interest in keeping a very high playerbase. They are happy to have a smaller group who are totally invested in the game and spend a lot of bank on microtransactions.

They could make the game far better for more casual players but this is not where they make the majority of their money.

They subscribe to the very old game creator philosophy of make it frustratingly hard so only a few % "win" the game and those ones like to make sure you know how good they are.

There is a joke going the rounds "how do you know if someone is vegan?", "you don't but they will tell you anyway", sort of like this game. There are a small niche group, and you can easily spot them, who will defend & spend on this game.

Until they lose the "whales" who spend a lot of bank, they could not care less about the others. been this way for many, many years.

Only a change at the top will ever make this game as good as it could be.

This is totally false and were bought by Tencent to make a MASSIVE ARPG to dominate the market. Read Tencent statements about the purchase.
PoE 1 is the best. PoE 2 is something.

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