Death Penalty System - EXP Loss in particular

Exp penalty should stay, but since poe is in ea, and there's still a lot of bugs it should be lowered to 5%.

Situation from today: i was doing a t6 map, and behind the door was only one mob, a normal skeleton, not magic, rare, just simply normal.
No other monster around, no traps whatsoever.
As soon as i opened the door to kill him i was dead.
I know it's early access, but that was a huge wtf just happened.
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EXP loss isn't as punishing as it seems because 1) The passive tree is relatively weaker in this game 2) You have 100+ points, you put your most important points first, least important points last. Your final few points are your least meaningful points, unless you are just being stupid with point priority.

You can argue that endgame is badly tuned and 1 death maps are too much, but experience loss is absolutely necessary, or else your deaths/failures mean nothing and by extension neither do your successes.


Thanks for starting with your best point. Let me quickly destroy it so we can go on.

10% EXP Lost, Map lost, Atlas Mod lost, Orbs for Map crafting lost, the possibility to play with friends lost (last point is semi fitting but the risk of dying doesn't allow me to play with friends because I can't do shit due to all the effects. Hence it is a single player game...

What on earth tells you that this amount of restriction due to a single outdated game mechanic can be justified?

What would change for you personally if they remove the EXP loss right now?

Do you really think people would bash their heads further against a difficulty they die in after they ran out of maps? Really? They automatically go down to farm lower areas to get more maps to attempt another try. But punishing someone with EXP loss for trying is as bad as it comes.

Want a little example from my real life since I have 2 kids. Would you tell your kid with about 1 year to stay on the ground continue crawling because it fell trying to walk or do you encourage your kid to stand up and try again?

Same applies here. You telling me I have to play lower areas because I am not fit to survive 99 of 100 maps while I claim that a solid 9 of 10 would be a good goal for me. But doing so gives me nothing but anger because 1 death causes me to lose more EXP than I got in the 9 maps that I cleared. Clearly not on lv 78 but surely at some point above 80. And 90 is the minimum goal I want to achieve...

Yes, most important points are spent first but the left over points from 80 to 100 can still have meaning.

Kicking the player when he is down is not a good concept, especially with these permanent penalties like EXP reduction/drain and item deletion.

Its just a cheap and easy and brainless way to design a game, and appeals to masochists who want to excel spreadsheet a game for 10 hours a day and who only see a purpose if there is endless grinding.

I do not want to sink XYZ hours into any game.
I find no enjoyment in grinding or increasing a number.

I enjoy variety and playing whatever class and spec i feel like at the moment because the class/gameplay mechanics are fun.

Systems which completely prevent me from enjoying the game are the ones that inflict EXP loss on death, permanent item loss on death and restrict the respec-ing of characters.

If devs want to think of a proper difficulty and threat to the player then they should actually use their brains to come up with a fun and engaging system - instead of just /DELETE a valuable resource.
Let's do one better to destroy your argument and move on ;

Why do you think level 100 is mandatory ?

Why do you think going from 70 to 100 is the main way of progressing endgame ?

Why do you think a build level 70 is not able to play ultra endgame maps ?

What do you think would happen if anybody and everybody could potentialy reach level 100 by just playing blindfolded in whatever maps and still get infinite amount of xp ? Why would that be a good game design and rewarding so ?

Why do you think punishment and challenge are disociated ? If there is no risk of punisment, then there is no challenge, and thus no rewards either.

Why do you think difficulty and tedious are dissociated ? It's difficult because it's tedious among other things. Be careful and don't yolo.

Why do you think you deserve to play the endgame if you keep dying over and over again before you reach it?

Why do you think playing a level while outgeared is lame if it exactly reduces a lot of chances of dying while still dropping ressources to progress ? Why do you need to play higher level and die there ? For the challenge ? What IS the challenge ? Getting things that feel rewarding ? They feel rewarding because there is a risk of losing them. And you'd lose them by dying. Ho yes, challenge = not dying because of the associated punisment...
So playing lower level maps IS a way of progression. And playing higher level maps FEELs more challenging because of the increase risk of death.

Removing death penalty would only completely removes lowers maps meaning as everyone could go blindly into higher tier with no risk, and no challenge, and no rewards either except the feeling that you always progress towards level 100 to feed your ego. This isn't this kind of game.
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dwqrf#0717 wrote:

So playing lower level maps IS a way of progression. And playing higher level maps FEELs more challenging because of the increase risk of death.

Removing death penalty would only completely removes lowers maps meaning as everyone could go blindly into higher tier with no risk, and no challenge, and no rewards either except the feeling that you always progress towards level 100 to feed your ego. This isn't this kind of game.



As i stated earlier, at this current state of game i'd only lower it to 5%.
When you can die out of nowhere, and don't even realize what have killed you.
And those post death explosion...that should be removed asap.
The current gameplay mechanics feel unnecessarily punishing, but not in a way that challenges skill—rather, they fail to respect the player's time. Spending five minutes running a single map only to realize that the elite enemy you need is at the farthest corner due to excessively repetitive corridors, dead ends, and convoluted layouts is frustrating. Even worse, after finally reaching the elite, being one-shot and losing all that invested time feels less like a challenge and more like poor gameplay design.

This isn't about punishment or difficulty; it's about creating a satisfying and engaging experience. If this happens multiple times in a row, many players will simply quit.

Remember, not all of us are content creators who need to grind for an audience. We log in seeking fun and meaningful challenges, not the sensation of wasting time due to poorly designed mechanics.
2024 Activo.
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Samain#6430 wrote:
The current gameplay mechanics feel unnecessarily punishing, but not in a way that challenges skill—rather, they fail to respect the player's time. Spending five minutes running a single map only to realize that the elite enemy you need is at the farthest corner due to excessively repetitive corridors, dead ends, and convoluted layouts is frustrating. Even worse, after finally reaching the elite, being one-shot and losing all that invested time feels less like a challenge and more like poor gameplay design.

This isn't about punishment or difficulty; it's about creating a satisfying and engaging experience. If this happens multiple times in a row, many players will simply quit.

Remember, not all of us are content creators who need to grind for an audience. We log in seeking fun and meaningful challenges, not the sensation of wasting time due to poorly designed mechanics.


And that's a fact.
But there's a lot of ppl saying ''get good'' which only proves they are brainless.
You know, elite of the poe players, the pantheon of gods.
Last edited by boowa86#1517 on Dec 25, 2024, 5:44:52 AM
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they fail to respect the player's time.


Respect your own time and stop playing a punishing hard video game you don't like by design ; instead of trying to change it into something it's not.

Nobody is forcing you to play it, nor to complain the forums about your hate and failures. Yet, you waste your time doing so. Why ? Who is to blame for that ?
Constructive feedback like this is crucial for developers to refine the game and ensure it delivers the best possible experience to its audience.

If you enjoy the current design, that’s great! But early access exists so all perspectives not for dismissing other opinions with an extremist mindset. If you don’t like reading feedback you disagree with, maybe it’s you who should leave.
2024 Activo.
"
Samain#6430 wrote:
Constructive feedback like this is crucial for developers to refine the game and ensure it delivers the best possible experience to its audience.

If you enjoy the current design, that’s great! But early access exists so all perspectives not for dismissing other opinions with an extremist mindset. If you don’t like reading feedback you disagree with, maybe it’s you who should leave.


Wait till they gonna nerf someone's class.
They will cry like babies, those hardcore players.

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