PoE 2 servers are restarting in:
.
They should be back up in approximately .

XP loss on death is atrocious game design and should have no place in PoE 2

These 2 Factions ("XP Loss" vs. "lower Xp Loss" or even "No XP Loss") are one of the many Problems, why Poe2 aint gonna fly.

And those Problems are designed, they did not "happen".
And its poor Design. Its 20 Years old Design. And it could be solved as easily as many other Problems, by giving choices to the Players. And there is the Problem, they wont give us these Choices. And thats why People get mad, then sad, then leave, for good btw.

Make a ruthless Mode, with all the Penalties, and call it "the REAL Experience" and make another Mode, "Standard for Dummies", with no Exp loss.
Test it with a new League start.

If "the REAL Experience" has more Players than "Standard for Dummies" , you have all right to stay with your course. But if the Standard League is stronger, Death XP loss is gone. Simple as that.

But hey, just a crazy Idea: Kepp em both, and for the most part, everybody is happy.
But thats not the "vSiOn", because they think they know better whats good for us. And thats toxic. Another point is, the audience has grown older, here are many gamers in their 40s and even 50s now, those wont accept such paternalism.

Its so sad, to see all this optimism for a game to go out the window, just because some stubborn Design flaws.

RETRIEVABLE CORPSE ON DEATH

Remember the old Diablo 2? Pick up the corpse will return a portion of exp loss.

I agree the exp loss is way too high, but good as mechanic to make life matters.

The map reset on death really sucks.

Thus the implementation of retrievable corpse on death solves everything and will add even more to the "life matter" thing if you have to pick it up without any items being worn.
"
laredson#0828 wrote:
RETRIEVABLE CORPSE ON DEATH

Remember the old Diablo 2? Pick up the corpse will return a portion of exp loss.

I agree the exp loss is way too high, but good as mechanic to make life matters.

The map reset on death really sucks.

Thus the implementation of retrievable corpse on death solves everything and will add even more to the "life matter" thing if you have to pick it up without any items being worn.


While I am completely against a removal of the EXP-loss, this is a mechanic I would support.

If you are able to reach your corpse again, thus removing the danger that killed you in the first place, you earn some of your lost EXP back.
Then you still want to build a character that does not die over and over, so your progression and gearing do not funnel into glass canon stuff, but the death punishment is actually fair because not every single death is on the player.
[Removed by Support]
Yeah agree
"
Why should we make a game easier for hc? Isnt hc the point of the game beeing to easy? Hardcore and make it friendly in one sentence?
That is the paradoxon poe2 has created. Same with currency.


Didn't say easier. And as I said, seriously, try it once, you might never play SC again. That's what happened to me about 25 years ago when I tried it for the first time in D2.
problem is what about 1 portal maps, or last portal, noway to get back to the corpse.
i say it again, its simple, still halts progress, will work and alot fairer.

keep penalties to the failed content only, not retroactive
Last edited by tarloch#1873 on Apr 17, 2025, 3:33:52 AM
"
Valsacar#0268 wrote:
"

We're punishing the past, without any consideration for behavior in the past.

Start gating exp in some manner. For instance, a map, you gain exp in the map but you don't keep it until you clear the map. So there is a green bar of exp on your bar, you don't get to keep it until you clear the map. To me, that sounds fun.

It also captures punishment, especially when you die on that boss or that last rare- but it also adds some edge and excitement. The punishment also fits the crime. I died, I didn't deserve that exp. Vs I died, I didn't deserve my last x amount of time exp.

Players are mad because its too much, its out of balance.

Oh, and you should also lose exp for death all game. It should be a thing, or not a thing. If you're doing it for half the game, for no clear reason, its a bad design decision.

Things should be done for reasons.


This is an excellent example of terrible design.

The current system keeps the highest levels difficult to achieve, while the punishment is relatively minimal on the lower levels (where gaining skill points to make a difference).

Your plan, which has been posted on these forums repeatedly in different forms, does the exact opposite. It barely affects the player pushing the highest levels, while massively punishing the lower level player. When you can get MULTIPLE levels in a single map, losing all of that experience to one death is huge. Losing 10% of your progress towards the current level (you can never delevel) is a pinprick at level 75.

Deaths at the highest levels are, by design, more painful because getting to level 100 is a stretch goal. The current system allows some consequences at earlier levels, without being massively painful for occasional mistakes, and more punishing at levels where you should be stronger and better.


If you can get multiple levels in a single map, losing all that exp isn't huge at all, you just need to run 1 other map to regain it.
"
problem is what about 1 portal maps, or last portal, noway to get back to the corpse.


Yeah if you're in the last you just spawn with your body on.
Still solves many things with one move without any downside.
No it isn't

Report Forum Post

Report Account:

Report Type

Additional Info