Exp loss on death topics are getting out of hand.
" its not the penalty holding them back. Map area lvls are lower than in poe1 you can easily sustain area lvl 83+ in poe, which means the level penalty in poe2 is a lot higher, also we dont have 5ways in poe2 which means no cheesy way to get to 100 within a day. We got less movement speed and coverage (that might change if temporalis gets abused more) And density on maps is a fraction of juiced poe1 content. So how is it surprising again that people level up way slower? Farming salt on the forums since 2024
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" Taking any instance of damage in which you cannot do anything about before it leads to your death is a one-shot in my mind. For example, 4 boulder ants rolling at you from off the screen into a body block that force pushed you into AOE or a rare mob that just happened to be winding up his one-shot swing that my evasion didn't kick in for, is a one shot. How do you even prevent that? Stun threshold? Idk. Yes, the map mods matter. Yes, resistances matter. Yes, the obvious matters.. |
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" The difference being that evasion/armor/ghost shroud actually work very well against multi instanced damage, while against single high damaging hit only real %mitigation and high hp pool does work. Farming salt on the forums since 2024
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" I enjoy playing roguelikes, so let me enlighten you. While the penalty for dying in roguelikes is really high (=you lose your run), there's usually some progress mechanic that you advance every time you finish the run, no matter whether it was successful or not. Successful runs usually have much better rewards, so you are REWARDED for being good instead of being PUNISHED for being bad. You have some power-ups or unlock new items/cards/whatever (depends on the game). Yes, you failed your run but you still progress. Roguelikes don't delete your earned XP and permanent upgrades. Hades invented a great mechanic for people who have less skills. They called it 'GOD MODE'. But it's not really a 'god mode' in a sense that we are used to. You don't instantly delete whole screens of monsters or anything. You just get 20% damage resist and it goes up by 2% every time you die capping out at 80%. The difference? It allows lesser-skilled players to enjoy the game while high-skilled players can brag about beating the game on regular setting. And Hades was a huge success. If it wasn't for this mode, I would've never bought the game. It's simply too fast for me, I get hit eventually and die. I died a lot but when I got to like 46% DR, I was able to finish the run for the first time. And this is why I liked the slower pace of poe2 in the acts. But maps are the same zoom zoom fast cancer as poe1 and it's annoying. |
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" I agree partly. They would need more defensive layers throughout the game including in the campaign, which might be the case on full release. But currently I don't think it's reasonable to always have the right amount of armor, evasion, HP pool and resistances leading up to the harder content. I doubt most witches and sorcerers were stacking stun threshold and armor for Rathbreaker a2. That encounter has multiple instances of damage as well as his one-shot swing & many, many players ask for help on that one mob. Just like my monk had zero armor at the time I died to boulder ants pushing me in the early map tiers. I had to get the ascendancy that converts some evasion into physical reduction which came way later. |
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Î for sure wasn't I did play mind over matter since basically act 3, yeah my stun threshhold is dogshit and I feel the pain for that at times - it is a choice I made for good reasons and its fine that it does not only have upsides
Farming salt on the forums since 2024
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" Ehh okay. Point being, one-shotting does happen, and sometimes it's out of the player's control. Which hopefully GGG continues to fix, to include the systems like -10% XP penalty. I'm confident they will. Which the OP thinks isn't happening or that GGG won't continue to fix them. For some reason he thinks players just want an easy game and to try and control GGG's direction. Kinda nutty imo. Generalizing the players who are creating buzz over their opinion on the topic to bad players, who want it easy = weird L take. He hears a ytuber talk about it and tries to white-knight it in the forums or something. I'm not sure, definitely seems like he's defending things that are clearly an issue. |
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" lol agreed |
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" XP loss on death isn't an issue. It's a fundamental core design of ARPG that keep the player on his toes and make XP gain past a certain point valuable, becoming its own goal for tryharder. But no one NEEDs XP past 90. The ISSUE is about snowflake's feelings being hurt because they THINK they DESERVE to reach level 100 or else their build won't work and their goals won't be reached. That's the issue. Nobody is forcing anyone to reach level 100 to play, enjoy, and clear the game. Nobody. That's all in your head. |
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" Fundamental design, is to design bosses after dodge and blocking. Remove those two features and multiple bosses would be straight up impossible. XP-loss is accessory, a mechanic no one would even remember if it was removed. And why have lvl 100 if no one are intended to go past 90? Hell even reaching 90 with the exp loss is arse, so why doesn't the levels then stop at 80? 100 exists to be reached, yet the devs have a mechanic added to the levelling process that says contrary. |
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