Death Penalty System - EXP Loss in particular

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AintCare#6513 wrote:
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There’s no greater sense of achievement received from leveling up on easy content as there is on harder content. It’s literally the opposite.

and why is that? is it perhaps due to the RISK?


No. There is no greater sense of achievement from leveling up whether there’s a death penalty or not. I hate to burst your bubble but I’ve never looked at a lvl 100 character and said damn they must be really good at this game. Nobody levels to 100 on hard maps they do it on trivial maps and that is stupid and sad


lol proceeds to literally compare himself to another person within the same paragraph. thanks for proving my point. reaching 100 should never be a goal in this game, it was stated many times by ggg. if you choose to chase it its on you, however you go about it
Last edited by AintCare#6513 on Dec 24, 2024, 2:07:49 PM
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AintCare#6513 wrote:
reaching 100 should never be a goal in this game, it was stated many times by ggg.


Oh, you mean the same people that gave us:

* 1 portal maps with all loot you didn't pick up gone, boss gone, checkpoint reset, EXP lost

* Gem system that is somehow worse than PoE 1

* Crafting system devoid of any actual crafting

* Said "crafting" requiring currency that is simply too scarce

* Passive tree that is somehow worse than the first iterations in PoE 1

* Loading screen after loading screen that take ages

* Rarity fucking up the economy again and letting bots go rampant with currency farm

* Melee somehow being 10x worse than PoE 1, despite "solving melee"

* Core character progression being gatekept by RNG content you have to grind with more RNG on top

* Blanket nerfs killing other builds thanks to outliers, instead of fixing those outliers

* Animation lock with no immunity windows (not just levers)

* Slow af dodge roll that you cannot scale, with a long recovery window and too few i-frames

* Long wind-up skills in a game where everything bum-rushes you

* New MTX getting priority to push sales in Early Access, rather than prioritizing content people already paid for

* A well to refill flasks - is this 1998?

* Necessary NPCs and crafting benches spread all over town - again, is this 1998?

* No quest markers/highlighters, yet massive areas with many dead ends, only to waste your time and to artificially inflate playtime

* And probably a fuckton more I can't think of right now

You mean those guys? I'm sure they are infallible and correct in every decision they make. It's not like they had +12 years of experience to draw from.

That said, there's lots to love about PoE 2, even in Early Access, but I find the entire experience is completely soured by baffling backwards decisions that somehow made it past QA, that should NEVER have even gotten a green light to begin with. It's not Path of Exile 2, it's Path of Tedium².
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
that's a lot of straws man, impressed you could grab them all in one post. read the thread title and come back when you have something relevant to say. meanwhile calm down, its not really your fault that you got conditioned to participation awards and/or fomo, but it might we wise to break that god awful habit
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Avaricta#4758 wrote:
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.


No its not. Its a flaw in the game design but the cucks calls it 'enhanced mechanic' like the game is like a souls game lol

When a game about grind punishes your grind you are doing it wrong and not even Jesus can dispute this fact.
Last edited by syansor#3871 on Dec 24, 2024, 4:04:32 PM
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asoiarf#0289 wrote:
You are not entitled to reaching level 100 without a substantial investment of time and effort.

I think the EXP loss should be higher actually. Be thankful you get to keep your character in SC.


Another bullshit comment... Nobody says "remove EXP penalty so I can die my way up to 100" ... On the way to try out myself on higher difficulties I don't want to lose hours, days and weeks of progress. Since the progress I achieve does not interfere with anything but my own fun. None of you EXP-Loss Lover would have any disadvantages because you rarely lose EXP anyway if you are playing low maps all the time. But people who would like to play closer to their level in terms of difficulty shouldn't be punished 4 times at once.

I said it before: It's basically not possible to die up to lv 100 because you can't afford to farm enough high maps to die on high maps to get the EXP to get to 100. The punishment of dying is the fact that you have to start over if you die to often on maps that are on your level.

I have Tier 8 maps right now... why Am I not running them? Because it would be stupid. I need them when I have the quest to run Tier 8 maps. With or without EXP penalty.

If you can't understand this simple fact than you are 100% damaged at some point or another... Just my opinion because it's basic mathmatics.
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asoiarf#0289 wrote:
You are not entitled to reaching level 100 without a substantial investment of time and effort.

I think the EXP loss should be higher actually. Be thankful you get to keep your character in SC.


Be thankful? What do you suppose player retention would look like if people lost their character in SC? HC players should be thankful that they don't..
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asoiarf#0289 wrote:
You are not entitled to reaching level 100 without a substantial investment of time and effort.

I think the EXP loss should be higher actually. Be thankful you get to keep your character in SC.


Be thankful? What do you suppose player retention would look like if people lost their character in SC? HC players should be thankful that they don't..


HC is a concious choice. You don't get to complain when you deliberately choose to fuck yourself over.
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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LaNSa#2186 wrote:
Xp loss is actually important part of the game.
It means you cant just put some random items together and keep ketting stronger.
Having to stop some times to figure how to make your build better simply makes game better.

Btw I dont care if you have multiple level 100 chars in current poe 1. If you did that 5-6 years ago that actually means something.


Argument makes no sense. Also, you’re wrong. If you’re dying constantly you’re going to progress very slowly and inefficiently and you will want to fix your build. Being penalized for it so you don’t progress just makes you want to quit the game.


EXACTLY!!! Someone finally gets it.

And what is people's issue with players throwing themselves at a wall over and over again?

Oh no - we can't let players do that. Let them face the challenge enough times they might win. We've got to punish them to make sure they never have the audacity to attempt that again.

If I want to throw myself against a boss a hundred times in a row (which I can't anyway because maps), how is that a bad thing? How does that hurt anyone's gaming experience?
"Wawawa my net-build doesn't work unless I'm level 100 as the guide said, so I NEED it, I DESERVE it"

If you hate PoE2 design so much just don't play it and go back to PoE1 where XP loss doesn't exist and every single character can reach level 100 blindfolded.

Ho wait...

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PoE2 design is great. Death has consequences. You don't like the consequences ? Here are some possible solutions for you (choose wisely) :

-Accept reality as it is and plan/play/feel accordingly.

-Don't die :
-Play tankier build
-Get tankier gear
-Play lower levels
-Git gud.

-Play another game less punitive, that would hurt your feelings less.

-Complain online that the game is bad and stealing your time while doing everything you can to change it into something it's not to feed your ego. (But keep playing it for some reasons (???) ; who is the masochist here ?).
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Avaricta#4758 wrote:


2) The player does not get the message and keeps dying repeatedly without improving his character or adapting the difficulty.
Here the XP penalty is needed in order to amplify the message the player is clearly not understanding. The message being: Improve your character or lower the difficulty.


Why is this message "needed"? What great harm is being caused by the player continuing to die repeatedly. Maybe they're having fun and want to overcome the challenge with the character they have?

OMG, we can't have that! Players playing the way they want, that would be madness!



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Avaricta#4758 wrote:
Once again. I think you are just not understanding what type of game this is. Improving your build/character is the main activity. Everything evolves around this. Maps are here for farming. Not for challenges. A map is something you open to mindlessly farm currency/equipment for your build. If you want a challenge you attempt a pinnacle boss.

Absolutely nobody says: I want a challenge. Lets open a map.

If you die in 1 out of 4 maps, you most definitely are doing something wrong. I would expect to maybe die once in a 100 maps. Or maybe even less.


If you only die 1 in 100 maps then maps suck and need a serious overhaul. Maybe replace them with a giant pachinko machine that spits out rewards. That would at least be engaging.

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