Exp loss on death topics are getting out of hand.

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N3vangel#0037 wrote:
FromSoftware is no stranger to XP loss on death and resetting zone progression.


That exp loss doesn't set you back hours. And if you were to accidentally scew up, you can still get the exp back.
"
What I’m trying to say is - if you remove all consequence - progression becomes inevitable- thus trivializing the game. I’m not saying that one death mechanic is the solution but there inherently has to be some layer of consequence and regression to maintain challenge and depth.


That is true.

There is plenty of other consequence in the game, like spending currency poorly. Buying bad gear, losing portals (Although that one pisses me off), losing loot on death....(That's atleast 2 consequences in endgame not counting xp-loss)

I think the game will survive without that system, and if they REALLY want to keep it, then they should scale it down based on level atleast. Just so it's there but not frustrating and discouraging.


Last edited by DarkNoob216#0558 on Dec 25, 2024, 6:45:24 PM
If you mean by "PoE2 is meant to be a different game" you mean that armor and life is strictly worse than ES, crafting is absolutely worse, MF is completely overtuned, lab is laughably worse and endgame is exactly the same but with -500% ms, then yeah, it's a different game.

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N3vangel#0037 wrote:
What I’m trying to say is - if you remove all consequence - progression becomes inevitable- thus trivializing the game.

Only a badly balanced game that takes zero skill once you're geared gets trivialized. That's the real lesson PoE has yet to learn, if ever.
"
"
What I’m trying to say is - if you remove all consequence - progression becomes inevitable- thus trivializing the game. I’m not saying that one death mechanic is the solution but there inherently has to be some layer of consequence and regression to maintain challenge and depth.


That is true.

There is plenty of other consequence in the game, like spending currency poorly. Buying bad gear, losing portals (Although that one pisses me off), losing loot on death....(That's atleast 2 consequences in endgame not counting xp-loss)

I think the game will survive without that system, and if they REALLY want to keep it, then they should scale it down based on level atleast. Just so it's there but not frustrating and discouraging.




a dog will survive if you cut one of his legs off too m8
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AintCare#6513 wrote:


a dog will survive if you cut one of his legs off too m8


You my sir is absolutely insane for thinking that this is an appropriate comparison.
Last edited by mrfox123#7595 on Dec 25, 2024, 6:54:18 PM
"
AintCare#6513 wrote:
"
"
What I’m trying to say is - if you remove all consequence - progression becomes inevitable- thus trivializing the game. I’m not saying that one death mechanic is the solution but there inherently has to be some layer of consequence and regression to maintain challenge and depth.


That is true.

There is plenty of other consequence in the game, like spending currency poorly. Buying bad gear, losing portals (Although that one pisses me off), losing loot on death....(That's atleast 2 consequences in endgame not counting xp-loss)

I think the game will survive without that system, and if they REALLY want to keep it, then they should scale it down based on level atleast. Just so it's there but not frustrating and discouraging.




a dog will survive if you cut one of his legs off too m8



Bro WHAT lmao
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mrfox123#7595 wrote:
"
AintCare#6513 wrote:


a dog will survive if you cut one of his legs off too m8


You my sir is absolutely insane for thinking that this is an appropriate comparison.


and one has to be batshit crazy to justify hurting something just because 'it will survive without it'
To be even more clear with everyone playing this game.

It takes +-5 minutes to clear an usual map with ritual/breach and some other stuff, I am not counting towers that would add extra time they usually give not much at all, sometimes more sometimes less.

You need about 100 maps of lvl 80 (+1) (not 79), to level up from 95 to 96, without a single death.

100 maps x 5 minutes = 500, take in the unloading,sorting,selling stuff from maps + 100 minutes = 10 hours non-stop map tedious grind.

If you die once you get thrown back by 1+ hour.

The difference in Exp between 79 - 80 - 81 map on average, was counted to be 1mln/2mln/3mln.

On a level 96 to 97, you would need to clear 200-250 maps of lvl 80 to level up, without a single death.

On a level 97 to 98 you would need to clear up 400-500 maps.

You get the point.

The people who are at top 10- ladder

10 - 20 - 30 - 40 - 50 hours

150 hours without a single death in maps and your a winner a level 100, ever wonder why nobody hit lvl 100 yet? We have people running around with gear worth 3000+ divines.
"
AintCare#6513 wrote:
"
mrfox123#7595 wrote:
"
AintCare#6513 wrote:


a dog will survive if you cut one of his legs off too m8


You my sir is absolutely insane for thinking that this is an appropriate comparison.


and one has to be batshit crazy to justify hurting something just because 'it will survive without it'


Mate, exp-loss is literally something people would forget even existed if it was removed, the time it takes to level is already ridiculous.

ANIMAL MUTILATION IS A WHOLE DIFFERENT BEAST. You freaking loon.
Removing -ANY- death punishment is bad for the game, leaving it crippled.

-You guys can't understand why it's a core game feature.

-You guys can't understand why it would be bad for the game to remove it.

-You guys want to change the game into something it's not, imagining possible outcomes that are only fantasies.

-You guys don't understand how and why people can enjoy things as they are, here and now, in reality ; trying to explain it to you in so many ways.

Just try to understand.

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