XP loss leads to player count loss.

+1
Echo many of the comments.

I'm a newish player and this season was the first time I got to end-game with a sorc in POE 2.

First off, I didn't even realise there was an XP punishment on maps until it was mentioned in a random YouTube video. Second, as stated by many, this is a quit moment for me and I'm currently on the fence.

I understand that blasting through a map whilst continuously dying shouldn't be rewarded. But the XP loss punishment doesn't fit the crime for most players.

I would suggest that 'rarity of items', 'chance of waystone drop' (or similar?) could be knocked down each time you die on a map. Therefore, if you don't die there is a benefit and if you do die the 'reward' on a map is reduced. E.g. Incentivise, don't punish.

Also, the fact there is an Omen to reduce the impact of XP loss feels like GGG almost admitting there's an issue. But why put a band-aid on a broken leg when you could simply avoid the bigger issue in the first place?

This mechanic has shifted my experience from being fun and experimenting with builds, to negative and only trying low level way stones, shifting my build to be more defensive, and swearing/feeling crap every time I die.

Surely there's a better way to manage player behaviour?
Agreed. POE1 can stay with the arcane and punishing game mechanics. POE2 should be a step forward with no XP loss, instant-buyout auction house, etc.

Time and time again, the "vision" for POE2 that GGG (and a certain lead dev) originally had have been shown to be outdated and unpopular with the majority of the player base.

AND AGAIN: For those players that want a more difficult game, hardcore and SSF modes do exist.
Last edited by AlphaIIOmega#6824 on Jul 31, 2025, 1:32:27 PM

Report Forum Post

Report Account:

Report Type

Additional Info