-20% exp on death needed
" 10% really isn’t much, even at level 99. And deaths usually aren’t some random unavoidable thing either, most of the time it comes down to bad play, bad decisions, or a build with weak defenses getting its cheeks slapped once the content actually fights back. You make that exp back pretty fast anyway, 2-3 maps and the loss is already gone. If someone is dying often enough for 10% to feel punishing, then they probably aren’t ready for that content in the first place. Level 99 could straight up be a 100% exp loss on death and it still wouldn’t feel unreasonable. " It definitely does matter, because otherwise how do players without a Mageblood or Svalinn still reach level 100? Having a well optimized character isn’t just about owning perfect best in slot gear. A lot of it comes down to layering some defenses, balancing your DPS output with your durability, and understanding the content you’re running. Of course a character with basically no defensive layers, or just a single weak one, is eventually going to get shredded once the difficulty reaches a point where raw DPS alone stops carrying the build. So the excuse about the average player lacking currency doesn’t really hold much value, especially when level 100 is fully achievable on shoelace-tier gear if there’s at least some optimization and thought put into the build instead of the pure greed of wanting to push max content on a build that only works because it stacks DPS, with the downside of getting its ass cheeks clamped the moment monsters actually start fighting back. " Corpse rushing is still a problem in this game and honestly something that should’ve been addressed a long time ago. Thankfully it’s probably only a matter of time before PoE2’s portal system makes it's way into PoE1 as well, for pretty obvious reasons. " Not quite true, both games honestly feel pretty similar at their core. You pick the build you want to play, blast through maps, kill bosses, and scale your character further and further. The actual gameplay loop and overall pace are a lot closer to PoE1 than people like to pretend. PoE2 mainly added the portal change because the devs clearly wanted an extra layer of punishment for dying while also preventing corpse rushing from remaining a thing. And honestly, that’s something PoE1 would benefit from a lot as well. " Or you know, I can just play both games and keep giving my feedback, regardless of whether people agree with it or not. " Something people disagree with isn’t automatically rage bait. The idea that PoE1’s death penalty is outdated and too forgiving has been around for a long time at this point, so people arguing for a harsher system usually aren’t trying to farm reactions, they’re just giving feedback they genuinely think would improve the game. GGG already seems to agree to some extent, considering PoE2 clearly moved toward making deaths more punishing while also limiting corpse rushing. That direction didn’t happen by accident. It’s probably only a matter of time before PoE1 eventually adopts something closer to modern standards as well. The current 10% penalty also comes from a very different era of PoE, back when sustaining maps was actually difficult and progression was far slower overall. Nowadays people oversustain maps while clearing them at ridiculous speed, so even at level 99 a death is just a few minutes of lost progress before you’re right back where you were, even less on lower levels. Flames and madness. I'm so glad I didn't miss the fun.
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Current game design is to deal enough dmg to ignore boss mechanics.
The biggest defensive layer is damage. As for death penalty ? Its stupid and unfun. Discuss ideas, not people.
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" YEP exactly this Lifelong NEET, loud and proud about it.
Found a way to hide any comment on the forums, my experience with using them is instantly 1000x better lemao |
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" Doesn't seem to work that well if the death penalty is still a problem despite having access to plenty of damage. Realistically, the penalty needs to be much higher as a wake up call so people stop baiting themselves into the just build damage mindset, and end up with heavily unoptimized characters because of the tunnel vision on damage alone, even though defensive layers exist for a reason, to prevent or mitigate damage and therefore stop deaths from happening in the first place. This game is in dire need of a more meaningful death penalty, 20% exp lose at least followed up with PoE2's portal system~ Flames and madness. I'm so glad I didn't miss the fun. Last edited by Pashid#4643 on May 18, 2026, 7:49:29 AM
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Death shmenalty,
when you are at 0% exp, or at 100lvl, there is no death penalty... what now ? Discuss ideas, not people.
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" You’ve basically beaten the game, no kidding. Nah, even at level 100 the death penalty still exists in the form of losing portals. Level 100 alone doesn’t suddenly make you immune to deaths. That’s why the PoE2 portal system would fit pretty well into PoE1. Juicy T16 map? Don't die or it’s goodbye map. Throw in the 20% death penalty on top and the game would be in a much better spot. Flames and madness. I'm so glad I didn't miss the fun.
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" lmao, you still think poe2 portal system is one portal per map? [Removed by Support]
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i want to give my honest opinion about why i dont care about the penalty anymore at all, not because 5way services (i dont use them) but because as soon as my build works and i adjust the maps so i can gain exp without dying, this didnt really work on the exsang miner last league i got stuck at lvl 99 and it was allready unfun running sanctums all the time. losing 10% doesnt add anything to the game even though i got a little bit more experienced in the game and yes i was crapping on this mechanic few years ago and my opinion about it didnt change at all. i got on banned for so many times only because i got ragebaited into these discussions and how we should absolutely change it to "pc explodes when you die in poe"
it wouldnt bother me if there wont be any exp penalty anymore because i think it adds nothing to the experience more so it just adds frustration, it just shows your build is bad and no matter how much you invest into it, it wont get either tankier nor wont it get any better in any other way "There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019 |
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" Tell us you’ve never played PoE2's endgame without telling us you’ve never played PoE2's endgame. Lol " So basically, it’s a build problem, which is something the player is in control of. The death penalty adds value by punishing bad decisions and filtering out weak builds caused by poor planning or greedily pushing content. Losing exp for that reason is working exactly as intended. A higher penalty would also discourage brute force corpse rushing and force players to progress properly instead of repeatedly throwing themselves at content they are not ready for, only to then overreact to deaths that happened as a direct result of their own choices. Flames and madness. I'm so glad I didn't miss the fun. Last edited by Pashid#4643 on May 21, 2026, 10:42:57 AM
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" But does the fact that people play unoptimised builds, make bad desicions, even corpse rush or one-shot bosses and still have fun with the game actually offends you or affects you at all? Its just a game after all, and it should be fun and not punish players without a reason. I get that some people need bragging rights about their perfectly optimized lvl 100 immortal build crushing all content in an extremely punishing game with -100% exp death penalty, but that's not the point of PoE. It's not a Dark Souls game. Take a look at flicker strike, it's virtually impossible not to die at least once when you can't even control your character. We're here to destroy hordes of enemies, ocasionally die, loot, repeat. Maybe ARPG like PoE just isn't the best choice for you. |
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