Death Penalty Experience Points

I understand the frustration. I do think that the XP loss belongs in a game like this though, as others have said it makes you better in the end if you can find a way to overcome how you died. Personally when I die I clip it and rewatch to see why I died and how I can prevent it next time.

Also, OMEN OF AMELIORATION! You only lose about 2.5% XP when you die with one of these in your inventory, so it’s always worth the investment.

I don’t think this should be the type of game where one build can do everything, so there will be things you need to avoid. Like if I see a ritual with those damn chaotic plants, SKIP!

Once again tho I do get the frustration and I’m not just saying GIT GUD, but I do think it’s meant to be a punishing game, much like souls.
Omen of Resurgence is also a must have to keep and be activated in your inventory. Problem with deaths is most are lag/server side related. The player should not be penalized at the fault of the game. When grouping, lag spikes are really really bad. You cannot record a death when you don't see it. lol
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I always see people blaming XP loss as their reason for not progressing their characters as opposed to the fact that they are probably doing content that is too hard for them. Upgrading gear, practicing techniques + switching skills, trying different flasks/charms, etc etc are things that people think they don't need to do, and instead it is a problem with the game design...

There are easier games out there without XP loss, and if XP loss is such a big deal, maybe players should play games which don't contain XP loss.



this is the exact mentality that has the online player count at less than 20k down from half a million +.
Nah.

EXP loss serves an important purpose. The last 10 levels are entirely optional, not required for any content in the game, and provide only very minimal additional character power. These levels are supposed to require effort, dedication, and investment. The vast majority of players in not expected to level past 95, let alone to level 100. EXP loss ensures that these levels remain something to chase and to provide a small competitive element in the form of a ladder.

PS: You're in the wrong part of the forum. This isn't console specific.
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this is the exact mentality that has the online player count at less than 20k down from half a million +.


Agree.
Given that this is a game with different play modes (Standard, Hardcore, Solo Self-Found, etc.), the idea that there can’t be a solution for players who don’t want to deal with this issue quite frankly makes no sense. I think someone mentioned that Path of Exile 1 also had experience loss on death; so simply have a “Classic” mode that is what the current Standard is, then adjust what we call “Standard” to not have the experience loss on death penalty (note, I’m not proposing Grinding Gear Games create an entirely separate play mode to account for just this one issue; there could be other differences between modes, but since the topic of discussion here is experience loss on death, that’s what I’ll stick with). Now everyone gets what they want; people who want the added challenge can have it, and those who want to be a little more casual also have something that works for them.

Someone else mentioned that Diablo 2 also had experience loss on death. That’s true, but neither Diablo 3 nor Diablo 4 do. Maybe there’s a reason Blizzard decided to do away with it?

And to head off the inevitable “so I guess that means you want FromSoftware to put in a 'Story Mode' that removes the loss of experience penalty on death they have in all their games?” response, this is comparing apples and oranges. The penalties surrounding loss of souls/blood echoes/runes cannot even be classified as a “core mechanic” – I would go so far as to say they are an integral part of FromSoftware’s DNA in terms of their game design and philosophy. Experience loss on death in Path of Exile 2 is…simply something that’s there.

As someone else responded, we all should want as many people as possible playing this game; more players equals more revenue for Grinding Gear Games, which allows them to continue to develop, iterate, and give us a great game. Some of you call the experience loss on death thing “challenging” and “rewarding.” I won’t dispute that, but the term I would use is “unfriendly.” And for every player that will be drawn to this game for the challenge and the reward, there will be five that are turned off and take their dollars elsewhere due to the unfriendliness.

And to the poster who chastised the original poster for “complaining” about a game in early access/beta testing, I’m not sure you understand the goal of beta testing. Can you maybe suggest a more appropriate time in a game’s development lifecycle for this type of feedback to be raised?

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