Death Penalty System - EXP Loss in particular

Telling me to buy instead of craft gear is the most antithetical thing I've heard about POE.

I like my roleplaying style. I don't want to rely on trade so I actually farm and craft a lot of my stuff.

I am lvl 92 on my Merc. I would love to tell you how I die, however there is nothing in the game to let me know. I run through 5x T18 maps and then BOOM, DEAD. And I lose all that exp that I barely got.

I don't know why I died, something one shot me. And I lost one and a half hours of my time, because I didn't get any good items from those map, other than some currency.

You keep saying that those extra points in the passive tree won't make a difference. Then just let it be. The game locking out exp is absolutely antiquated concept that serves no purpose whatsoever.
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Sakanabi#6664 wrote:
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The problem is that there's too much of it in the game, and when it layers, it becomes obscured, absurd and unfair.


Too many one shots? Where? I have two 80+ characters doing T15 maps and died to oneshot maybe five times and that's just on my warrior.


Did you seriously just dismiss the sentence that came before it?

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One-shots aren't much of a problem once you learn where they are coming from, just like how people learned to adapt to porcupines' on-death spikes mechanic. The problem is that there's too much of it in the game, and when it layers, it becomes obscured, absurd and unfair.


Maybe don't misquote me and you just might understand what I actually wrote. Not sure how layered on-death effects translated into "too many one-shots" for you. My sentence doesn't even make sense with that wording.
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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Sakanabi#6664 wrote:
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The problem is that there's too much of it in the game, and when it layers, it becomes obscured, absurd and unfair.


Too many one shots? Where? I have two 80+ characters doing T15 maps and died to oneshot maybe five times and that's just on my warrior.


Did you seriously just dismiss the sentence that came before it?


I just red it very quickly and probably misunderstood that part. Sorry, my bad.
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Avaricta#4758 wrote:
If you keep dying, ergo failing, your character has not earned to receive XP. Why do you expect to be earning XP for failing?

Seriously do you not see the difference between "not receiving XP" and "taking away XP I already earned"?
"War's over, soldier. You just don't know it yet. Everybody lost."
Last edited by Nishrek#6401 on Jan 16, 2025, 12:13:57 PM
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Nishrek#6401 wrote:

Seriously do you not see the difference between "not receiving XP" and "taking away XP I already earned"?


I do understand the difference between not receiving and taking away. Taking away is the intended effect. There is no option to not earn XP. It has to be taken away.

PoE is designed for the player to reach higher levels when they do not die more than X times. Where X gets lower the higher level you have. So the higher level you get the less you are allowed to die in order to get more levels.

If you die more than X times for that level, you are not supposed to level up. Therefor XP has to be taken away.

The correct way to handle this is, die less. In whatever way is possible for the player. Improve character, play more carefully, lower difficulty, whatever.

Without this the player would just be awarded for failing upwards.
XP loss is lazy trash game design, full stop. No excuses, no apologist garbage will ever make it ok to take players invested time away. XP loss is cancer, and devs who implement it should shake their heads.
Console loot filter for POE2 Please!
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Avaricta#4758 wrote:
I do understand the difference between not receiving and taking away. Taking away is the intended effect. There is no option to not earn XP. It has to be taken away.

No. You do not understand.
Because it takes away XP I have from the content I have already beaten without dying.
It takes away XP I already earned fair and square but then I died from some random bullshit (like old lightning mines or reflect damage from PoE1).
This is why this design is garbage.
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Avaricta#4758 wrote:
Without this the player would just be awarded for failing upwards.

The player loses resources, and any potential opportunity to get more profits. Hard to call this "awarding".
"War's over, soldier. You just don't know it yet. Everybody lost."
Last edited by Nishrek#6401 on Jan 16, 2025, 2:35:53 PM

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