-20% exp on death needed

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PoE barely rewarding risky gameplay? Are you kidding me? 😂
tell what content is risky but rewarding...
if you run uber pinnacles you barely get back what you spend on it (if you spend something on the invitation)


Ubers are very rewarding but they're priced around rare drops and in the case of Exarch for example, being able to do 100-150 kills/hour. Invitations however are very consistant and if you're missing profit there it's likely because you only ran a sample size of 2 or are missing something important about how to run them.

The atlas has plenty of neat, difficult strategies though.

Loot from 100x 8mod T16.5 titanic Kulemak


No uniques included here.






Cost per map: ~150c
Time per map: 5-6 minutes
Gold per map (without gold conversion petals): ~250k
Dust per map (without T0s): ~150k
Expected maps per Mageblood drop: ~250

*Sidenote: the actual profit is about ~25% higher than wealthyexile shows if I slow sell everything
Last edited by Scarletsword#4354 on Dec 21, 2025, 8:24:31 AM
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As for Last Epoch, I do not think you quite understand that the game also has a death penalty. Sure, you do not lose experience on death, but you do lose the completion reward.
Anyone who has played the game seriously knows how important that is for progression and for deterministic item targeting through the imprint system.
If you die, you lose your chance at getting your imprinted item to show up, and that is a massive loss.


It's not a loss at all. You know why? Because I can literally just go next. I can do any other echo I want without even giving a thought to the fact I just died, the game basically has no death penalty. That's what makes it fun. And not every echo has runes/shards, some have bad rewards like gold. A map is quick in that game, I literally don't care if I missed out on a random chance of bonus loot from weaver tree because I can just keep blasting and not care. Its amazing.
The time loss is non-existant, because if I die in one echo I can just go in a completely different direction and even ignore the one that lost its completion reward. Like oh noooo I lost 2 minutes of gameplay time.

Compare this to PoE:
Dying loses you hours-days of exp grinding depending on your level, dying loses you a portal, dying 6 times in a map loses you all the time,currency spent setting it up if you used expensive scarabs. Leaving you only with a feeling of futility, pointlessness. "Why did I even play?" is the only thought left.

Dying in a boss 6 times makes you lose the entire invitation. You've lost all the currency and time it took you to farm it up, making the last X hours of gameplay utterly meaningless. Now you have to farm it again, or waste more currency buying the invite. This is why people buy boss carries, they can't be bothered to do em themselves because it is FAR too risky and nobody wants to delete their time.

PoE is far too punishing in 50 different ways and doesn't even reward you that much for risky gameplay.

LE is chill af, doesn't have punishing on-death mechanics at all and lets me corpse-rush into anything I want until I beat it. Its beautiful. And its crafting system is simple and powerful, and doesn't require spreadsheets or a PhD. I was able to make more powerful items in 1 season of that game than I have ever made in my 6000 hours of PoE, because the crafting system is more approachable. I'm excited for Season 4 of that game.

A game can be fun without 500 different downsides and penalties for any small mistake stacked on top of each other. And exp loss is just outdated.
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Toforto#2372 wrote:
"
As for Last Epoch, I do not think you quite understand that the game also has a death penalty. Sure, you do not lose experience on death, but you do lose the completion reward.
Anyone who has played the game seriously knows how important that is for progression and for deterministic item targeting through the imprint system.
If you die, you lose your chance at getting your imprinted item to show up, and that is a massive loss.


It's not a loss at all. You know why? Because I can literally just go next. I can do any other echo I want without even giving a thought to the fact I just died, the game basically has no death penalty. That's what makes it fun. And not every echo has runes/shards, some have bad rewards like gold. A map is quick in that game, I literally don't care if I missed out on a random chance of bonus loot from weaver tree because I can just keep blasting and not care. Its amazing.
The time loss is non-existant, because if I die in one echo I can just go in a completely different direction and even ignore the one that lost its completion reward. Like oh noooo I lost 2 minutes of gameplay time.

Compare this to PoE:
Dying loses you hours-days of exp grinding depending on your level, dying loses you a portal, dying 6 times in a map loses you all the time,currency spent setting it up if you used expensive scarabs. Leaving you only with a feeling of futility, pointlessness. "Why did I even play?" is the only thought left.

Dying in a boss 6 times makes you lose the entire invitation. You've lost all the currency and time it took you to farm it up, making the last X hours of gameplay utterly meaningless. Now you have to farm it again, or waste more currency buying the invite. This is why people buy boss carries, they can't be bothered to do em themselves because it is FAR too risky and nobody wants to delete their time.

PoE is far too punishing in 50 different ways and doesn't even reward you that much for risky gameplay.

LE is chill af, doesn't have punishing on-death mechanics at all and lets me corpse-rush into anything I want until I beat it. Its beautiful. And its crafting system is simple and powerful, and doesn't require spreadsheets or a PhD. I was able to make more powerful items in 1 season of that game than I have ever made in my 6000 hours of PoE, because the crafting system is more approachable. I'm excited for Season 4 of that game.

A game can be fun without 500 different downsides and penalties for any small mistake stacked on top of each other. And exp loss is just outdated.
If you're enjoying LE this much then you shouldn't have a problem with PoE receiving a 20% penalty.
I, for one, don't like pressing too many buttons. That doesn't make me unskilled, lazy, complacent or whatever other descriptor you are trying to pluck from your vocabulary. - Unknown philosopher, ca. 2025
10% XP even at level 99 should not be days of XP unless you run blue T5 maps, Toforto. Can you stop exaggerating all the time? Your argument would be more compelling without these unnecessary overstatements.

"Why did I even play" he asks as he dies repeatedly on a character that is designed around not getting hit, meaning you literally picked the most risque archetype to play in an ARPG. Yet here you are, asking why death feels punishing to you.

Dying 6 times in an invitation / boss fight means you were not remotely ready for the encounter. On invitaitons you choose which mods you encounter by rolling it, on uber pinnacles you can't even mess that up as they come with no option to add difficulty anyway. You are literally describing a skill and/or build issue. GGG already took measures to make this less of a frustration as you don't lose XP either, so I don't know why you bring this up in a thread about death penalty in the first place.

Organize your thoughts and come back with a better explanation maybe, because that take wasn't it.

And maybe consider if you want to bring up Last Epoch in the first place, a game failing on so many levels that I am not sure we should take it as anything but a negative example for what not to do with your ARPG. Granted, they have some cool things too, like SSF having its own balance vs trade league. But I'm sure there's a reason why you don't play LE rigght now and comment on a PoE forum, no? ;-)
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
"
10% XP even at level 99 should not be days of XP unless you run blue T5 maps, Toforto. Can you stop exaggerating all the time? Your argument would be more compelling without these unnecessary overstatements.

"Why did I even play" he asks as he dies repeatedly on a character that is designed around not getting hit, meaning you literally picked the most risque archetype to play in an ARPG. Yet here you are, asking why death feels punishing to you.

Dying 6 times in an invitation / boss fight means you were not remotely ready for the encounter. On invitaitons you choose which mods you encounter by rolling it, on uber pinnacles you can't even mess that up as they come with no option to add difficulty anyway. You are literally describing a skill and/or build issue. GGG already took measures to make this less of a frustration as you don't lose XP either, so I don't know why you bring this up in a thread about death penalty in the first place.

Organize your thoughts and come back with a better explanation maybe, because that take wasn't it.

And maybe consider if you want to bring up Last Epoch in the first place, a game failing on so many levels that I am not sure we should take it as anything but a negative example for what not to do with your ARPG. Granted, they have some cool things too, like SSF having its own balance vs trade league. But I'm sure there's a reason why you don't play LE rigght now and comment on a PoE forum, no? ;-)
This post is full of objective facts. Take notes T4To, take notes.
I, for one, don't like pressing too many buttons. That doesn't make me unskilled, lazy, complacent or whatever other descriptor you are trying to pluck from your vocabulary. - Unknown philosopher, ca. 2025
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Dying 6 times in an invitation / boss fight means you were not remotely ready for the encounter.


The game has no place or right to decide if I'm "ready for an encounter". I decide that. That's whats fundamentally wrong with PoE's death penalties. Artificially gating content and punishing players for dying in a pointlessly harsh way.

It is not okay to delete hours of someone's progress on death, nor is it ok to steal away their boss invitation just because they died 6 times.

Dying at lvl99 is absolutely hours of exp, 1 t16 doesn't even give me 1% exp at that level.A full lvl83 sanctum run is 2% exp at lvl99 and it takes like 30 mins. 5x30 mins=2 and a half hours of playtime deleted every time you die at lvl99.
And not everyone enjoys farming sanctum for exp, so for other players the time loss of -10% exp is much greater at lvl99.


As for why I'm not playing LE right now, I'm simply waiting for the new season. I got done with everything I wanted to do in Season 3, I had lots of fun with the game. And I have no clue what you're talking about with it "failing on so many levels", its just a fun arpg? I'm also just playing other games right now lol
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Toforto#2372 wrote:
"
Dying 6 times in an invitation / boss fight means you were not remotely ready for the encounter.


The game has no place or right to decide if I'm "ready for an encounter". I decide that. That's whats fundamentally wrong with PoE's death penalties. Artificially gating content and punishing players for dying in a pointlessly harsh way.
If you're getting farmed by pixel through 6 portals then yes, by all means, the game absolutely is right in telling you that, in fact, you were not ready for that encounter.
I, for one, don't like pressing too many buttons. That doesn't make me unskilled, lazy, complacent or whatever other descriptor you are trying to pluck from your vocabulary. - Unknown philosopher, ca. 2025
"
Toforto#2372 wrote:
The game has no place or right to decide if I'm "ready for an encounter". I decide that.


This needs to be put on a poster and sold. I'm wheezing!

Take your statement to the test, Toforto. Hypothetical: I am a level 70 Witch. I have not ascended, because I decide when I engage with tedious tasks like running through the Labyrinth (whose idea was it anyway to fit so many traps in there, not fun!). I am using Raise Zombie and Lightning Tendrils, and my resistances are not capped (such bad RNG finding no good items during campaign :-( ). I encountered the Maven, and witnessed 3 of those things at the end of my maps, and then it dropped a green item. Should I be able to beat that encounter, or would you say I am underprepared for the challenge and dying is a sign my character needs to be improved in some aspects?
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
I'm actually fine with unlimited portals for boss invitations, but the boss always heals to full every time a player dies and after the first death the boss no longer drops items.
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If you're getting farmed by pixel through 6 portals then yes, by all means, the game absolutely is right in telling you that, in fact, you were not ready for that encounter.


No such thing as "getting farmed by pixels". That doesn't exist.

And I'm the one who decided whether or not I'm ready for a boss, the game doesn't have to artificially block people out of content and punish them for no reason. Other games exist just fine without all these death penalties, and are lots of fun. So clearly these penalties are not needed. PoE just needs to become more up to date with modern game design.


The game would just be more fun without the pointless exp loss, this is an objective fact.

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