(Suggestion) New ideas to solve death penalty and Extra inventory slots end-game bonus grind

Hello GGG, i got an idea to solve the exp loss penalty.

Upon reaching level 95 or it could be at level 90 players will be offer 2 path choices

1. Now you will have a separate exo bar for Passives Skill Points which will never lose (-10%) when you die, this eventually give you the 10 points without needing to be level 100 so there is no worrying about dying randomly and feels bad. Normal exp bar for the characters level itself will still lose 10% when you die.

2. You level up normally because you are a hardcore/veteran player and want to prove that you can reach level 100 the old way, you will be awards +1 Passives Skill Points from level 95 to level 100 (total of 5 extra points).

I believe this will solve the exp loss problem for new players, and also satisfied all the OG, veteran players for not choosing option 1. And hey when all the new players are experienced enough with the game they might want to get those 5 extra points the hard way.

Extra inventory slots (backpack from Wild Wood expansion)

Instead of having it locked behind an ascendancy, its now an end-game encounter feature. The idea is to have a random (object/creature/hidden area) spawns while you are mapping, whenever you find one it will grant you 1 extra inventory slots. Players will have to unlock them one by one until they reach the maximum slots available.
Make this all by luck, make the chance very low so the players will get excited when you sense something is it there map. Some maybe would never even see one by the end of the league. Yes i am evil.

Thank you GGG and sorry for engrish no good.

Last bumped on May 31, 2025, 5:30:23 AM
The death penalty is not a problem that needs solving
If you guys only spent half the time on fixing your builds instead of these ideas you wouldn't even notice the exp loss.
There is a death penalty in this game, while not playing hardcore?
What?

I genuinely don't understand how your suggestion is a solution to the "XP loss problem," OP. Not that I agree with you and think there is a problem, because I don't. I'm just pointing out that if it WERE a problem, your suggestion does nothing to solve it and makes no sense.

Let's logic our way through this for a moment, which you honestly should have done at some point while coming up with the idea in the first place.

The perceived problem is that it's too hard to reach 100% player power for some people who die constantly and refuse to fix their builds. Depending on their skill and knowledge level, these players typically get to level 92-96 before reaching a sort of equilibrium point, where the XP they gain in unit time equals the XP lost to deaths in that same amount of time.

Please let me know if this does not accurately summarize the issue, I want to make sure I'm not misrepresenting your point here.

Why your suggestion doesn't solve it: you're giving players who opt into the "classic" system of xp loss five extra passive points that players in the "safe" system will never have access to. In other words, you are STILL gating a small number of passive points behind an experience penalty, and players unable to not die still won't be able to have them. Your suggestion has done absolutely nothing to fix the problem you were attempting to solve.
So you post this on reddit, it bombs, you get told by not less then a dozen people why this is a fundamentally bad idea and that you are trying to "fix" intended behaviour.

And your next move is go ahead and post to the official forum just to get the EXACT same response?

Its kind of ironic, that you seem to have gained no experience since your first time trying to introduce this to the community...
"
So you post this on reddit, it bombs, you get told by not less then a dozen people why this is a fundamentally bad idea and that you are trying to "fix" intended behaviour.

And your next move is go ahead and post to the official forum just to get the EXACT same response?

Its kind of ironic, that you seem to have gained no experience since your first time trying to introduce this to the community...


LOL
Sir Einstein, if u read the time when i post, it is here that i posted first.
I always love when people post about exp loss woes with the classic line:

"dying randomly and feels bad"

Keyword: randomly



Random deaths statistically don't happen. Full stop. If you are dying, and dying regularly enough to be pissed about losing exp.....it is a BUILD problem, YOUR problem, GEAR problem.

The confluence of events that result in totally random, unavoidable deaths, is like being struck by lightning.



If your goal is NOT dying, it's quite easy to do across nearly any build. You only need 4 things (not counting maxed resistances, positive chaos resistance, and ailment protections as needed (flasks). And frankly, if you are in the 90s this should be obvious.

1) Unconditional defensive layer: something that remains active at full value in your hideout. permanent endurance charges, high evasion or armour, high life pool, etc. This is your BASELINE ehp and is uber important in determining what content you can tackle. Nothing can help you if you die in a single hit to non-special enemies. Synergy adds a lot, obviously. If you are an armour build, you better be using determination and a granite flask. Evasion, grace and a jade flask.

2) Recovery of main life pool, life/es on block, life regen, life steal, es regen, etc. This helps you SUSTAIN in battle: so many people ignore this stat. High #1 will ultimately be meaningless if you can't attack or recover.

3) At least one additional mitigation or avoidance: increased max resistances, spell suppression, block, dodge. This acts MULTIPLICATIVELY with #1 and #2 to increase your survivability by a LOT. It's a mistake to ignore this in pretty much all builds, even if it means taking downsides like glancing blows.

4) don't be stupid. read map mods, know your build's weaknesses, don't jump straight into huge packs of beefy monsters.

1 through 3 can ALL be gotten to decently high levels just through the passive tree and low to mid rares with at least 2 proper mods on each. 4 is something you learn over time.

Being RICH can help you avoid #4, and can also potentially remove the need for any of the numbers 1 through 3. But ALL builds will require all 4 prior to getting to a certain gearing level. Assuming your goal is to survive.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on May 25, 2025, 9:32:15 PM
"
I always love when people post about exp loss woes with the classic line:

"dying randomly and feels bad"

Keyword: randomly



Random deaths statistically don't happen. Full stop. If you are dying, and dying regularly enough to be pissed about losing exp.....it is a BUILD problem, YOUR problem, GEAR problem.

The confluence of events that result in totally random, unavoidable deaths, is like being struck by lightning.


This is not always true. In POE specifically, you almost never know why you die unless it is truly obvious.

My recent build was tanky cast when stunned. And RANDOMLY died in harvest and Ultimatum. It was not until I watched someones YT video, that I was told to make sure and have hinder immunity, so I would not die to bugs that GGG won't fix. Seems to be a lot of those...

I got hinder immune, and haven't died since. Now why would not being immune to a small movement penalty, cause more one shot deaths than not being crit immune?

Bugs don't equate to build/gear problem. Even if it was eventualy fixed with gear.

Also I think this game has too many ways to insta die. GGG is not trying to get players to have fun, they are just trying to kill us.

I do not feel there is any middle ground, you are either glass canon, or full tank build. Obviously this is from a viewpoint where I do not spend mirrors on gear. Spending multiple mirrors on builds tends to fix a lot of issues, but who wants to be forced to 'work' that hard before enjoying the game for a small amount of time before its wiped/sent to standard and you have to restart?

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