Death Penalty System - EXP Loss in particular

If xp loss has to stay with the other death penalties than at least let it only effect our current progression in the map and not the xp prgoression of the maps before.

You should only lose the xp you got in that waypoint you died in. This way we wouldnt at least dont "work backwards" when things get ugly
maybe stupid idea, but why not introduce a death counter for each map? maybe the first 2 deaths are "free" cause everyone can make mistakes or find an unfortunate bug in the game, at 3 deaths they may lose 5%, then 10%. heck maybe even more after that if they dont get the memo that they are trying to beat content that is way too hard for their character, BUT now they dont get punished for couple random deaths that can happen to anyone.
"
"
"
I will ask for it, I'd said: "Please add the xp penalty back, my son keep bashing his head against the wall. He said he's going to lv to 100 with his 0% resist build, and it's been 3 weeks since he leveled to 76 and he's still only halfway to 77"


A rather stupid reply I might add... If someone is playing a 0 resi build and dies, he would die having EXP loss or not. And if you are playing such a class seriously, why not? Why punish people for toying around with options that are offered? The wall will be real with or without EXP loss. And I claim that everyone who attempts something like this is either totally stupid and therefore the EXP loss wouldn't be taken as "think about your build" or he's trying to other stuff.


The joke went over your head I see.

Anyway, if there is xp penalty my son won't be working on lv to 100 with 0 resist because it will be impossible, but when there are no xp penalty my son will take on the challenge as it is still within realm of possibility, hence the joke.


It's borderline impossible to lv up to 100 without resistance. And I don't know how often I said it but it's not about getting to 100. It's about the way to lv 100. If my goal is 90 like it was on PoE 1 than I want to reach lv 90 without this freaking EXP loss.

If my personal goal is 100 then I can reach it dying over and over again. But while doing so I waste so much time and energy that it could be more efficient (time based) to grind low tier maps instead.

But for build that can run in higher maps but don't have 100% chance to survive, you will always have a death here and there. And every death can cost you days or weeks of time. This loss of game time is in no relation to the so called message that's supposed to be heared after you die.

Even if I would just play tank builds that can't die - EXP loss is as stupid as it comes.
Yesterday I had yet another annoying bug. One of those enemies that can push you around, knocked me into a texture. I couldn't get away. I was stuck there. I used Dodge, Leap, Shield Charge and'd couldn't leave.

Yes, enemies can block you and it would make sense to get stuck in a corner this way but my shield charge has a Knockback Gem and it worked. My Insta Life Flask got 14 charges. So I got stuck, enemies hit me all the time and I healed up all the time trying to get unstuck but had no chance. All happened in about 5-8 seconds and due to the useless stress level I forgot that I can simply pause the game and disconnect my controller to get ported back to my hideout...

So I lost yet another 10% and it wasn't remotely my fault. The 3rd 100% game bug. on the way to lv 85 so far. Those are game breaking. Shit like this happening after lv 90 are no reason for EXP loss removal?

People who are still defending the EXP loss at this point got to have mental issues. I can't say it otherwise. 1000 reasons against it and a single sole reason to keep it and that's the enjoyment of Low Map Runners to know other people complain about something that doesn't effect them.

Jobless people without families who can dumb in 12 hours a day on a regular work day can run low tier maps without issues and reach a higher level just fine sitting on their high horse and comment "get good" But I assume it's safe to say that those are not the once that bring money to the game. :-D
"
lezantas#0819 wrote:
maybe stupid idea, but why not introduce a death counter for each map? maybe the first 2 deaths are "free" cause everyone can make mistakes or find an unfortunate bug in the game, at 3 deaths they may lose 5%, then 10%. heck maybe even more after that if they dont get the memo that they are trying to beat content that is way too hard for their character, BUT now they dont get punished for couple random deaths that can happen to anyone.


No one would ever fear death or lose experience ever again, because you would just abandon the map after your second death. It'd be a mindless corpse drowning simulator.
"
No one would ever fear death or lose experience ever again, because you would just abandon the map after your second death. It'd be a mindless corpse drowning simulator.


As opposed to what people are doing now, which is abandoning endgame, and maybe the entire game, after their first death. Shouldn't the goal be to make the game fun for people instead of driving them away?
I can agree that one of the different difficulty levers on the maps could use some adjustment. I don’t want the game to get too easy, but it would be nice to be able to go back if you die.
"
Avaricta#4758 wrote:
The XP penalty serves a very important purpose and must not be removed.

It disincentivizes players to just mindlessly bash their heads against the wall and die over and over in content their character is not yet fit to play.

When you reach a point in an ARPG where you keep dying, the game is trying to tell you that your character is too weak for that kind of content. It is an obstacle that is presented to you to overcome. It is part of the progression of an ARPG.

In PoE especially the player can choose the difficulty of the content 100%. You choose the waystone/map tier, you choose the affixes of the waystone/map, you choose the additional content you do. Each of these things make the map harder or easier depending on your decision.

In my case for example. My build was able to clear the map tiers relatively safe up to tier 15. But when I opened a breach in tier 15 I was at risk of becoming overrun. Since my first priority was the Atlas passive points I simply avoided additional map content until I finished my 6 tier 15 maps. This way I was able to keep the difficulty in an area where I felt comfortable. My decision. Now that I have all Atlas passive points but my character is still not as strong I simply run tier 13 maps but can do all additional content in them without too much risk.

For some strange reason people nowadays are under the misconception that it is always the games fault. When in fact they simply do not want to look how to overcome an obstacle that is part of the natural progression. Most players have that typical LoL or WoW mentality of "I am the god gamer. It is my teammates fault that I do not reach diamond/Gladiator. I could reach that rank easily if I would not be kept down by others."

In PoE 1 this was mostly avoided because the requirements for build guides became so high, that basically every starter build had to be able to clear the campaign naked, finish the Atlas in blue items, be an excellent bosser and be able to do every league mechanic. In PoE 2 the knowledge simply is not yet there to do this. So we are back at the "work on your character" state.

If you die the simple fact is that it was your bad decision making. Except of some unfair one shots, which GGG already started to address and will continue to improve.


This is the typical elitest comment and its not surprising because the POE community is the most toxic. There is NO point in wasting everyone's time with a death penalty. It shows that the developers do not care about those who play the game and treat them with distain and disrespect all so a hand full of streamer who can play the game 24/7 can feel like they are the special. It's pathetic really and a reason whoy most people stay away from POE. If GGG stay the course with a death penalty I will not play the game and I know many other will not as well.
Last edited by dreverend#6713 on Dec 28, 2024, 2:24:42 PM
There’s nothing toxic in Avartica’s post. No one likes xp loss on death, but removing it entirely would probably make the game worse by over-incentivizing glass cannon builds even more than they are already.
Last edited by Xerxal85#2968 on Dec 28, 2024, 3:17:23 PM

Report Forum Post

Report Account:

Report Type

Additional Info