The real problem of XP LOSS.

Exp loss is the last of PoE2 problems.
It shouldn't be a problem if the game doesn't throw half the enemies explode on death, unbalanced oneshots, stun doesn't accumulate and don't let you move for 1 minute, etc

Stop this nonsense, ask for a game well done and not for sparkles on top.
Not much reason to argue against bad faith actors or appeals to triviality on the topic.
Me and everyone I know who played this game on launch quit since due to xp loss primarily since it is disrespectful towards a players time investment to an unfair degree.
Just stop playing the game, GGG has to make changes or it will burn to the ground.
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laredson#0828 wrote:
Exp loss is the last of PoE2 problems.
It shouldn't be a problem if the game doesn't throw half the enemies explode on death, unbalanced oneshots, stun doesn't accumulate and don't let you move for 1 minute, etc

Stop this nonsense, ask for a game well done and not for sparkles on top.


That's the thing, it's easier to get rid of it while balancing everything else, or at least have an option to recover XP on corpse. Waiting for them to hopefully fix all the other issues that exacerbate the XP penalty won't happen until ea is over, if they can even fix the issues
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Albibu#9602 wrote:
I think xp loss is not the same painful in all levels. While playing with party leveling from 1 to 91 level is 30% difficult. From levels 92 to 96 is 70% difficult and over 96 is almost 98%. Isn't fair divided and this could bring 96 level players quit the further tries.

The problem is not only the xp loss but the almost not existent xp gain in over 96 level.
I think every player should have the opportunity to reach 97 level as it is the most appropriate level for completing a build and encounter monsters in top tier maps.

Devs need to bring more options of xp gain between 96-97 level.


According to the devs and the people who support xp penalty, builds should be completed by 90. I think this is wrong since the devs have a completely unbalanced game and the builds that are complete are meta builds that rely on expensive gear that can't be crafted.

Hiding those extra 10 skill points behind a time sink is basically just dangling a carrot in front of the players behind hundreds of hours of repetitiveness. Maxing out my skills allows me more flexibility to tweak and change my build, but when I I'm forced to sink 1000 hours in a single character just to have that option, I just stop playing.

The only argument for the lvl 90+ time sink is that for some reason I don't deserve those skill points after sinking 300 hours in a single character because I should have to put 1000 hours in for the satisfaction of hitting 100. It just defies logic
It's the only game I know where players have to train to press ESC + exit to character selection before getting killed.

That is the real problem to me.

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