OK so leveling is over lol

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MagosX#1099 wrote:
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epicrpg#1279 wrote:
I don't mind dying

That's the problem. Dying is supposed to be a punishment and not something that is expected to happen. The game is telling you to get better.


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Blastyxx#5143 wrote:


Bad advice. The xp loss are ment as a Challenge and are here to stay, if you whant it ez and dont like a challenge this game is not for you.


And that, is bad design.

A good, fun game should challenging enough, difficult enough, that you WILL die sometimes, and for death to be inherently expected.
The appropriate level of difficulty for a map is one where clearing the map takes multiple tries, as in you die multiple times in the process.
Which in turn necessitates being allowed to die, without losing the map and without losing xp.

Never dying is not a challenge. Being expected to never die is not a challenge.
Never dying means there is no challenge.
If the game is so easy you never die, there's no point in playing
Last edited by The_Song#4903 on Nov 8, 2025, 9:06:28 PM
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Unifex#3081 wrote:
Bad design that tanks itself in its intent - literally encourages you to not care about dying after a point.

The problem is the flat 10% XP loss from level 70, as the levels increase.
By the time youi're level is mid 90s, the number of maps you get set back by 10% of XP loss, for effort you've put in on previous playing days, is the most ridiculous punishment I've ever seen in a game. No other game I've played comes close.
In mid 90s, even the amelioration orb of 3% doesn't cut it.

Check out POE 2 Ninja for the top player levels in your class. Across the massive player base, people clearly just give up levelling after a while.

The design stupidity is that the XP penalty is supposed to make you play better.
The reality is that it eventually gets so hard, say level 95/96, that you accept you stop levelling and happily die continually, being held to your level start.

For example, once I accept I'm stuck at the start of level 96, I'd be an idiot not to recklessly chase down rare monsters before the breach contracts. Dying stops meaning anything. Based on the design intent, it's ridiculous.
Proceed carefully, trying to minimize any chance of death, and play becomes a lot slower and more boring. So many little things can go wrong that will set you back 25 million XP, that you learn to stop caring.

This bad game design mechanic literally turns you into a fool if you try to keep levelling.
This one is a real GGG head scratcher. Presumably they just like that few players make it to max level, and leave it at that.


I get that. I managed to get a spark Bloodmage to 100 on standard but I feel this is a matter also of class. Now with my Titan on ROTA I can't seem to get past 97 and I start to not care about dying like you say. Especially that the only things that kill me are abyssals with bad mods. We can't play carefully for endless hours. This argument is valid for the campaign and for a Soul like where the goal is not to clear maps fast.

What I always suggested is to reduce the exp loss to 1 bar, 0.25 bart with omen. Also if you die several times in a map, as long as you have an omen it should trigger.

Why the heck can't they do this compromise?


GGG Wake up.
Volfa - level 100
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The_Song#4903 wrote:
And that, is bad design.

A good, fun game should challenging enough, difficult enough, that you WILL die sometimes, and for death to be inherently expected.


Okay let's say you're hard-stuck at level 95 because you die enough times that you can't progress anymore. Let's say it's 1 death every few sessions or something.

Now let's say it didn't work this way.

What would happen?

You would reach max level and you would stop caring about deaths again. The result would be the same.
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The_Song#4903 wrote:
And that, is bad design.

A good, fun game should challenging enough, difficult enough, that you WILL die sometimes, and for death to be inherently expected.


Okay let's say you're hard-stuck at level 95 because you die enough times that you can't progress anymore. Let's say it's 1 death every few sessions or something.

Now let's say it didn't work this way.

What would happen?

You would reach max level and you would stop caring about deaths again. The result would be the same.


To be honest even if there would be no exp loss I don't think there would be so many more players reaching level 100. Maybe a bit more. Would that be a big deal anyway?

It's really, really long even without exp loss. I wouldn't mind exp loss removal, even after having one char lvl 100. Maybe the result would be the same about deaths but players won't be as frustrated.

Volfa - level 100
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To be honest even if there would be no exp loss I don't think there would be so many more players reaching level 100. Maybe a bit more. Would that be a big deal anyway?

It's really, really long even without exp loss. I wouldn't mind exp loss removal, even after having one char lvl 100. Maybe the result would be the same about deaths but players won't be as frustrated.


Yea that's fair.

But consider this: you would be taking something away from players who enjoy the challenge of reaching level 100. To them it's an achievement that is visible to them in the game. Now that achievement is taken away because... why?

What do we gain? So people can gain a little more progression from 96 to 100 and then be back in the same situation? The only difference is a few skill points.
Last edited by Kestrel0x01#8441 on Nov 8, 2025, 9:55:22 PM
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The_Song#4903 wrote:
And that, is bad design.

A good, fun game should challenging enough, difficult enough, that you WILL die sometimes, and for death to be inherently expected.


Okay let's say you're hard-stuck at level 95 because you die enough times that you can't progress anymore. Let's say it's 1 death every few sessions or something.

Now let's say it didn't work this way.

What would happen?

You would reach max level and you would stop caring about deaths again. The result would be the same.


because there should be a challenge in the game to get to that 6 portal deaths is hard.

Exp penalties could exist in a fair and balanced game this is neither.
Soul Eater, Void Walker, Monkey Slam , dozens of other examples of obvious kill the player ensure this is not so much a game as it is entertainment. And penalties in entertainment is rarely a good thing.
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Exp penalties could exist in a fair and balanced game this is neither.


And how do you separate skill issue from unbalanced game? I know people who can consistently hit 100 and they run all kinds of builds. I stop at 96 and just treat that as max level. One day I'll decide to lock-in and get 100 for the first time.
Last edited by Kestrel0x01#8441 on Nov 8, 2025, 10:43:47 PM
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Soul Eater, Void Walker, Monkey Slam

Those are all avoidable mechanics, and the Monkey is 100% killable if you have decent dodge roll reflexes.

1. Run past the Abyss mobs and don't kill any. You'll get to the boss and complete the map.

2. Don't run Riverside or Rupture maps. Or run them with a low-tier waystone.

It is frankly pretty easy to play this game and never die. These complaints boil down to, "I want to run every map no matter what, and never have to think."
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
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I know people who can consistently hit 100 and they run all kinds of builds. I stop at 96 and just treat that as max level. One day I'll decide to lock-in and get 100 for the first time.

Yeah. It obviously isn't a real issue, because so many people get into the high 90s, even in HCSSF. The problem only exists when players want to treat every map the same, or when they expect that one build and one playstyle can clear all content.
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
"
Yeah. It obviously isn't a real issue, because so many people get into the high 90s, even in HCSSF. The problem only exists when players want to treat every map the same, or when they expect that one build and one playstyle can clear all content.


So my plan this league was to stop at 95, mess around, and then quit until the next league.

Then I thought maybe I'll try for 100. I got some tips from buddies and got started. I reached 96 without issues but realized I wouldn't have enough time to reach 100 (IRL etc). I just checked and I actually ended at 97 this league. It just came on its own.

Anyway I did need to make some adjustments to my play style and build. But that's what made it fun. It was like a new problem to solve.

That's why I don't want the EXP loss to be taken away. Hitting 100 is still on my bucket list. Maybe I'll save it for when the game reaches full release. If they take EXP loss away then it's an achievement I can't hit anymore.

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