Exp loss on death topics are getting out of hand.

"
Akedomo#3573 wrote:
"
leveling up IS progression, its the most basic character progression of everything. no, poe2 wasnt made to cater a wider audience, in first place it was made to fix melee and give poe1 a grafical upgrade. and after changing it to a seperate game all they talked about was "hard content".


Answer the questions mate.

PoE 2 was separated from PoE 1 because it was changing too many things. They wanted to keep PoE 1 intact. It's very clear that they're trying to appeal to a wider audience.

I think you should ask yourself, Why would a game company not want to bring in more players?

Do you think they're going to make PoE 2 for the small amount that play PoE 1? Seems like a great way to lose money.
They already exeeded their expectations when it comes to number of players. GGG is not known for compromising just to get more players, they are dedicated to the game and not to their bank account and they are going to make the game exactly the way they intended with the necessary balance changes and bug fixes. Yes they did want to appeal to a wider audience and they already did by making the skill tree and gems less confusing to new players, but things like xp loss on death will never be removed just to satisfy casuals
"
MrPedez#4934 wrote:
They already exeeded their expectations when it comes to number of players. GGG is not known for compromising just to get more players, they are dedicated to the game and not to their bank account and they are going to make the game exactly the way they intended with the necessary balance changes and bug fixes. Yes they did want to appeal to a wider audience and they already did by making the skill tree and gems less confusing to new players, but things like xp loss on death will never be removed just to satisfy casuals


Again you people are being disingenuous. Removing the exp-loss on death wouldn't even satisfy the casuals, since those generally stops playing after the main story and probably wouldn't even reach past 75. And the exp requirement past 80 far surpass the time investment most casuals would want to dedicate to one game.

Removing the exp-loss would satisfy the hardcore players (not hardcore game-mode), since now they could enjoy more of the process of reaching level 100 by playing content that is relevant to their level, without having to set of time dedicated only to grind those out at the easiest content accessible to them.
Last edited by mrfox123#7595 on Dec 26, 2024, 5:47:53 AM
"
Feedback is to make game better. Exp loss on death makes it worse. Just because you’re okay with it doesn’t make it a good thing that should be in the game.



ever played diablo 2? Its a classic mechanic.
"
Wilmots#7633 wrote:
"
Feedback is to make game better. Exp loss on death makes it worse. Just because you’re okay with it doesn’t make it a good thing that should be in the game.



ever played diablo 2? Its a classic mechanic.


Because someone thought it was a good mechanic 24 years ago, does not make it a good mechanic today, or even back then.

Does PoE and PoE2 have run back to corpse mechanics as well? No so they could have skipped out on the exp-loss as well.
Last edited by mrfox123#7595 on Dec 26, 2024, 5:59:18 AM
-1 to exp loss being removed

combine mathematics with chemistry and the answer is quite clear, the universe provides the answers.

tldr:

dopamine

Innocence forgives you
Last edited by SilentSymphony#3358 on Dec 26, 2024, 6:04:59 AM
We get that some people don't like XP loss on death.

I personally love the XP loss on death. (81 monk)

I find it creates a real pressure to think through how i'm approaching maps that would be absent if I could just headbut them and die over and over.

I personally don't love hardcore, because the death penalty is too harsh, especially because deaths are often unpredictable. XP loss provides some of that same pressure to "play to avoid death" without the harsh hardcore penalty, and that's what I love most about it.

I don't think any of this is the issue for mainstream audiences...

I think the actual issues have to do with allowing users to understand what is happening in the game.

- why is my build 20x worse than another?
- why is this gem failing to fit or cut?
- why did the skills on my bar go? (gem attribute failure)
- how do you cut a low-level gem when you need one?
- what do i do when my build is messed up when i have no gold?
- what killed me?

These issues are far more pivotal for the mainstream than xp on death.



"
dwqrf#0717 wrote:
"
I'm not sure, definitely seems like he's defending things that are clearly an issue.


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.


It seems like you and the OP completely misunderstand feedback forums. If you can't approach the opinions of others without attacking them then you shouldn't engage with the community.

Also to say that there should be an XP penalty, which I think is fine if other systems balance it out & not the system of simply investing in more time, because who is going to replay the whole game in its current state- probably very few , but to then say you don't need to go past level 90 is so hippocritical. Like the other guy said, why even have a level 90 lol even the OP said he's level 95.

It's inherently a bad fit at this point. It will get balanced. They might not remove XP penalty but they can increase XP gains later on, which I'm pretty sure they did in poe1. They can increase the number of chances you get in a map from just one death. It's the context of the game as a whole and -10% at this state doesn't work if the draw back is too high because of the systems working together. Someone saying remove XP penalty is a feedback & obviously the developers see that and go from "there vision" to "there vision but in a balanced way". I don't think it's a hard concept to grasp.

I might be violating the code of conduct here when I say this, but I think you're an idiot. Not the OP but you.
"
mrfox123#7595 wrote:
"
MrPedez#4934 wrote:
They already exeeded their expectations when it comes to number of players. GGG is not known for compromising just to get more players, they are dedicated to the game and not to their bank account and they are going to make the game exactly the way they intended with the necessary balance changes and bug fixes. Yes they did want to appeal to a wider audience and they already did by making the skill tree and gems less confusing to new players, but things like xp loss on death will never be removed just to satisfy casuals


Again you people are being disingenuous. Removing the exp-loss on death wouldn't even satisfy the casuals, since those generally stops playing after the main story and probably wouldn't even reach past 75. And the exp requirement past 80 far surpass the time investment most casuals would want to dedicate to one game.

Removing the exp-loss would satisfy the hardcore players (not hardcore game-mode), since now they could enjoy more of the process of reaching level 100 by playing content that is relevant to their level, without having to set of time dedicated only to grind those out at the easiest content accessible to them.
I think u misunderstand my intentions, im not trying to get xp loss removed i think its perfectly fine as it is and definitely should not be removed at all. I dont understand how anyone can be so obsessed with this its even part of most other arpg's including the goat D2 who defined the genre
Last edited by MrPedez#4934 on Dec 26, 2024, 6:16:52 AM
"
KuroSF#6521 wrote:
We get that some people don't like XP loss on death.

I personally love the XP loss on death. (81 monk)

I find it creates a real pressure to think through how i'm approaching maps that would be absent if I could just headbut them and die over and over.

I personally don't love hardcore, because the death penalty is too harsh, especially because deaths are often unpredictable. XP loss provides some of that same pressure to "play to avoid death" without the harsh hardcore penalty, and that's what I love most about it.

I don't think any of this is the issue for mainstream audiences...

I think the actual issues have to do with allowing users to understand what is happening in the game.

- why is my build 20x worse than another?
- why is this gem failing to fit or cut?
- why did the skills on my bar go? (gem attribute failure)
- how do you cut a low-level gem when you need one?
- what do i do when my build is messed up when i have no gold?
- what killed me?

These issues are far more pivotal for the mainstream than xp on death.





You won't be loving it so much when you're lvl90+ believe me.
"
MrPedez#4934 wrote:
I think u misunderstand my intentions, im not trying to get xp loss removed i think its perfectly fine as it is and definitely should not be removed at all. I dont understand how anyone can be so obsessed with this


People don't like having their time wasted and deleted in a videogame, that's why so many people hate this outdated mechanic from D2 and other ancient games. The year is almost 2025, it's time for PoE to move on already lmao

Report Forum Post

Report Account:

Report Type

Additional Info