Why Does PoE2 Keep XP Loss on Death?

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KubaLy#4534 wrote:
The XP penalty is just another slogfest layer. It does not make the game harder, just longer. You eighter do longer pulls with backtracking and waiting for all the persistent effects/on-death effects to dissapear, or you do quick pulls with high risk of death and lose hours of XP grind. It's a system designed to make the game longer, one way or another. It has nothing to do with difficulty and "meaningfulness".


I almost could agree with that, but I disagree that being cautious/patient/methodical is the silver bullet. There is always that one thing that comes out of nowhere and kills you instantly, regardless how you played. Some of my deaths are deserved, some aren't.
This is old-days game design to make people play the game more.

It does not work today as there are many other games to play, so people that can't progress just quit the game and go play something else.
Guys, level 100 is not the goal

Level 100 is an indicator that your character is strong (and that you have way too much time on your hands). You don't deserve that number next to your name if you're incapable of surviving
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rhorains#6760 wrote:
I am concerned for individuals who need/want a game that has no chance of losing anything. no permanent death, no loss of progress. do we need to add save states? what happened in your life, are you okay, what can we do to help.

Dude, you can start to play with your own life, maybe its more palpitating if you like that way. If the few hours in a week that i have free i want to have fun not to take another job in poe2 to grind maps for nothing.
You guys have too much free time. Take a job and we will talk later, after few years of working if you still want to lose 10% on every bug dead or maybe all items


You can play D4 bro.

"Palpitating"? As in so much fun it gives you palpitations? lol


I love POE!! It's so fun it gives me life-threatening palptitations of 200bpm!!
Last edited by MFDOOM#7006 on Apr 13, 2025, 7:36:30 AM
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Guys, level 100 is not the goal

Level 100 is an indicator that your character is strong (and that you have way too much time on your hands). You don't deserve that number next to your name if you're incapable of surviving


It's not about reaching 100, it's about not being placed on a treadmill, or worse, thrown backwards. Most players don't have level 100 characters in Last Epoch either, just by them making the last 5-10 levels take an insane amount of XP. But I don't feel bad about it, because every time I play it, the bar still is a little bit higher.

It's not just feels, either. If players are afraid to die even in softcore, they won't want to engage with tougher content. Even if more map mods were actually rewarding, still almost nobody would use difficult maps because there's too much risk of losing progress instead of gaining it. Prior to 0.2, players didn't engage with the pinnacle content unless they were guaranteed to win or at less than 10% XP for fear of losing progress in encounters that are supposed to be tough and exciting.

That doesn't mean there should be no death penalty. It just needs to be in the right frame of reference. The easiest thing to do would be to remove XP gained in the current map. They could also remove mods from the current map, reduce drop rate from the remaining monsters, etc. All of those still allow SOME progress, but clearly more so if you survive properly, while increasing the likelihood that players will take risks (for better rewards, hopefully) to take on more challenging content.
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Guys, level 100 is not the goal

Level 100 is an indicator that your character is strong (and that you have way too much time on your hands). You don't deserve that number next to your name if you're incapable of surviving


It's not about reaching 100, it's about not being placed on a treadmill, or worse, thrown backwards. Most players don't have level 100 characters in Last Epoch either, just by them making the last 5-10 levels take an insane amount of XP. But I don't feel bad about it, because every time I play it, the bar still is a little bit higher.

It's not just feels, either. If players are afraid to die even in softcore, they won't want to engage with tougher content. Even if more map mods were actually rewarding, still almost nobody would use difficult maps because there's too much risk of losing progress instead of gaining it. Prior to 0.2, players didn't engage with the pinnacle content unless they were guaranteed to win or at less than 10% XP for fear of losing progress in encounters that are supposed to be tough and exciting.

That doesn't mean there should be no death penalty. It just needs to be in the right frame of reference. The easiest thing to do would be to remove XP gained in the current map. They could also remove mods from the current map, reduce drop rate from the remaining monsters, etc. All of those still allow SOME progress, but clearly more so if you survive properly, while increasing the likelihood that players will take risks (for better rewards, hopefully) to take on more challenging content.

Are you aware of what an omen of amelioration is or the fact that it currently costs 7 exalted orbs on currency exchange?

Like this actually puts the penalty on the "too fair" side of this window you speak of, and the cost in currency is peanuts if you're that far progressed into the game
Last edited by Glowie_Zigger#5018 on Apr 13, 2025, 7:54:49 AM
Please Remove XP lose on death
In its place remove XP gained on a map ---> on map loss/fail.

No progress if you are not completing maps is fair.
Lossing XP on death is not.(given you could have multiple deaths now on 1 map)

When you replay a map you are already getting less XP since map effects are lost.(and you can die)

If you look up and copy the best meta you will not die.(This is so not fun)

I can deal with hitting a wall and maybe I do need to look up the meta but a "Customer Time Pilfering" mechanic. Yuck! that is what is feels like.







i agree that they should implement map xp removal, and you lost the map, feels fair, its pointless to explain to people who 1 shot all screens that sometimes fun isnt that, 50% of players playink broken new class, if that wasnt there, there would be no players almost because most things that are not slow are not intuitive like warrior playing.
it's not only the xp loss, it's also the cost of experimenting with gems(drops), the cost of crafting(currency spent on crafting one thing is lost on another), and the slower pace of the game. I like crafting in this game way more than in poe1, or I should say I see the potential. Cutting gems is another risk, and crafting is another. it's all this combined, running maps and losing xp+crafting maps over equipment+using that uncut gem on a gem you don't know will work with your build+the time spent farming all those things. you already took a lot of risk before you jammed that waystone into the map device.
Not going to agree with this. The risk is what makes you not wanting to die. Perhaps you should adjust what you are taking on and get some gear? If you dont die there is no penalty. If they take out that then dying is not even an inconvenience and you get easy mode for those that dont like any challenge whatsoever.

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