Death Penalty System - EXP Loss in particular
The XP Penalty is garbage. Encourages you to play safe and boring for a long, long, long time, not taking any chances, keeping to lower tiered content, not juicing those waystones, avoiding half the league contents, etc, until you reach 100. Then suddenly you can die all you want and have all the fun you want!!? This progression doesn't make any sense.
With all the penalties already in place (you lose your map and map sustain is terrible at higher tiers, you lose the loot, you lose all the map bonuses) why do we need an XP penalty? |
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" PoE1 was modelled on Diablo 2, D2 had XP loss so PoE1 has it. PoE2 is modelled on PoE1, PoE1 has xp loss so PoE2 has it. That's all you need to know to understand why it's a thing in PoE2. Oh, and the PoE elite like it because it helps them keep their exclusivity by making a big contribution to keeping the 'scrubs' from level 100. Last edited by TheRealKraggy#0533 on Dec 30, 2024, 7:18:41 PM
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" Last edited by Orion_3T#5225 on Dec 30, 2024, 9:42:20 PM
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I Think to balance this a little more forgiving:
Would be to to cut the XP loss in half THEN give like a 10-15% XP GAIN DEBUFF for the next 10Mil Xp |
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well ''git good'' is the only decent reply
It just means your build or your gameplay suck |
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" I love how your 4 Deadeyes are lvl 95, 95, 94 and 92. You have a single lvl 100 character, dude. And it's a full tank Carrion Golem build. All you play is some type of ranged build, with the exception of a Cyclone guy. It's always hilarious to me where these "git gud" comments are coming from. Gaming PC: Win 11, 7600X3D, RTX 4080, 32GB DDR5-6000 CL30, 7000 MB/s SSD, 850W, 3840x2160p 120Hz
Streaming PC: Win 11, i5-12400, RTX 4060, 32GB DDR5-6000 CL36, 7000 MB/s SSD, 450W, 1920x1080p 60Hz |
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" Circular argument. You think of maps this way becquse that's how you are used to treating them, how you must treat them, because of the death penalties. That's not a valid argument to keep the penalty. Take away the xp loss and dying 1/4 would still be bad but at least you wouldn't go backwards. Saying you are only meant to die 1/100 maps is not an argument - it is an understanding based on the punishing death penalties. Take away the penalties and the point no longer stands. But firstly this is a new game with new players who do not conform to poe1 groupthink. Secondly and more importantly, clearly GGG have designed maps to be a push you luck mechanic. Where the player is encouraged to plug more difficult waystones for greater rewards, at the risk of dying and losing the waystone (and map features but that's another topic). Or add passives that increase the challenge. The loss is already there because it costs waystones to try and if you die too much you will run out and be forced to play weaker maps. So that idea is built in without removing player progress. Last edited by Orion_3T#5225 on Dec 30, 2024, 10:23:00 PM
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" Hey, you guys who think like that, you do you. Just don't be surprised about the outcome. The core functionality of maps is to farm currency/items. That is why we run maps. That has nothing to do with being used to it or with an XP penalty. This is simply their purpose. The map system is built in a way that it covers a large range of character/build power. Starting out directly after campaign in tier 1 maps most characters will be relatively weak and they need to farm lower tier maps for the first bit of currency/items. This is a natural progression. Of course there are exceptions depending on drop luck or for some meta builds or the top 1% of 1% of god gamers who can skip a large part of the early endgame. Then the mapping system offers 15 additional tiers + additional content + atlas passives that increase the difficulty of that content. Each tier, each mechanic and each atlas passive for mechanics increasing the difficulty and loot of the map. Designed for characters getting stronger and stronger. Improving of the character is rewarded by the possibility to farm the more difficult content and farm more efficiently. This is the natural progression of the game. If you want to "challenge" yourself in maps and you keep dying, loosing half the map, take three times as long to clear a map ... you simply hinder yourself in your progress by not following the natural character progression. You can still do it this way if you want. Nobody will stop you. Just keep in mind that it was your decision. " It is not push your luck. It is a "you improved your character enough to increase the difficulty further" - loop until you reach a point where you can comfortably farm fully juiced t16 maps with all possible contents. It is a reward system for improving your character. But if you really see it as push your luck, then it is still your decision how much risk you take. If you take too much risk and fail, then it still was your decision. So there is no reason to complain about your own decision. Last edited by Avaricta#4758 on Dec 31, 2024, 12:42:46 AM
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" cus meele in poe 1 was crap. i had no need to chase 100, did it on one char just to do it. I could've done breaches or 5 ways to get 100 but had no need for it with those 4 i could do most of the content, didn't really care about ubers so was enough for me. I mean the op made shit builds got pissy and quit. so yes git good or follow a guide on how to make a decent build Edit: had to check deadeyes weren't even for doing all content just mapping and having fun, didn't even push to min max builds XD 94 lighting arrow i quit, and 92 i had to work so didn't play much Example my 97 hierro could do feared easy and it's only 97, why would i push for 100 when i had a good build going on? Last edited by Arcturus_Blake#6989 on Dec 31, 2024, 12:56:05 AM
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I'm against the EXP penalty when dying because it makes the gum less fun.
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