Exp loss on death topics are getting out of hand.

"
Akedomo#3573 wrote:

I expected no less from you honestly.

The moment someone tells you you're acting poorly, you turn it around and blame someone else.

Everyone else is wrong, and you're always, right. Right?

Just think about that for a moment. You must be the smartest most intelligent person in the world. Amazing. Thanks for gracing us with your presence.


Right, right right right ;

So "I'm blaming someone else"
When I ask people
To stop blaming the game for their own failures.

Riiiight.

Who am I blaming exactly ? Please enlighten me because I don't get it.

Or is it just your brain refusing to understand/accept what I said ?
Went out, took a breather, came back and I still think XP loss on death must be removed from the game.
I totally agree with the Anduvriel#4240 post. That's the point, I've spent 200hours playing with my monk and I reached 91 lvl, done T18 bosses for unlocking their points and now I'm in a point that invest time making Maps and dying and loosing all the EXP invested it's the worst feeling ever felt playing a game.
Then I quited the game and I'm waiting if they will change the EXP loss. If not, 200 hours invested in a 30$ game feels worth... but I can't understand what's the point of loosing EXP in a game.
It's simple. Nobody likes EXP loss and it doesn't make sense these days.
You want a bigger player base and to earn more money?
Then EXP loss on death MUST be removed from the game by the time it's released, or players will simply stop and not play any more in the endgame, which will lead to them leaving the game and not investing any more money in the shop.
Is that what GGG or Tencent wants? Certainly not.
So follow the 1% who like it and don't bring in any money, or remove it and follow the 99% of players who bring in money.
The decision from an economic point of view doesn't arise.
EXP loss has to go in the final release!
"
PhalasSP#5996 wrote:
It's simple. Nobody likes EXP loss and it doesn't make sense these days.
You want a bigger player base and to earn more money?
Then EXP loss on death MUST be removed from the game by the time it's released, or players will simply stop and not play any more in the endgame, which will lead to them leaving the game and not investing any more money in the shop.
Is that what GGG or Tencent wants? Certainly not.
So follow the 1% who like it and don't bring in any money, or remove it and follow the 99% of players who bring in money.
The decision from an economic point of view doesn't arise.
EXP loss has to go in the final release!



The EXP loss doesn't bother me as much as instantly dying by a white mob which freezes you instantly.

I've died in this game from more stupid shit than in any other game. Not even bosses don't kill you like that out of the blue.

I've lost 10% exp twice in a row at lvl 91 because of these mobs, basically impossible to prevent it or anticipate it.

At this point, with the current so called "crafting system" waystone drops, divine drops based just on rarity, the game becomes pointless and I will give it a break.
"
"
iMirageX#4580 wrote:


Mate, READ, "When did I use the term cancer to quote someone else's post?" do you comprehend what is the context of cancer in my post? Meaning the forum section per se not "comments". This is a very simple read and comprehend part of the thread, is that so hard to do?


Man you're so dishonest let me enlarge your quote :
"This forum section of POE 2 EA has been so obnoxiously cancer to say the least. People making non stop threads about - 10% exp loss on death, rarity and other stuff requesting for the game to be toned down. - 10% exp exist for a reason and it does not matter if you think its archaic system or not."

So no you didn't say cancer after clicking on the quote button, but you're literally refering to everybody making a complaint thread about 10% exp loss on death, which is far beyond quoting one single person. So, no, you didn't say "cancer" after clicking the quote button you said it after making a thread, very important point to focus on.

"
iMirageX#4580 wrote:

This is what happens when you "assume" and I take it, you do it frequently. I mean why are you even here? Your "assumption" is wrong, your read on the context is wrong, your argument and your replies are borderline "upset". What did you even contribute to the discussion? THIS is a thread I started and you are making something out of nothing. I will ask again, are you even okay?


You're the one making something out of nothing calling on people making threads. Is this your home ? Do we need your approval to make a thread ? If there's two persons giving the same feedback on first page, are you gonna make another thread saying it's cancer ?


Yeah sure, keep assuming and twisting the context of someone else's post, that's where you're good at right?
"
I totally agree with the Anduvriel#4240 post. That's the point, I've spent 200hours playing with my monk and I reached 91 lvl, done T18 bosses for unlocking their points and now I'm in a point that invest time making Maps and dying and loosing all the EXP invested it's the worst feeling ever felt playing a game.
Then I quited the game and I'm waiting if they will change the EXP loss. If not, 200 hours invested in a 30$ game feels worth... but I can't understand what's the point of loosing EXP in a game.


So if you haven't read what I posted, exp loss has multiple implications and the most prominent is keeping builds diverse. If exp loss was remove and together with 1 portal on death, then the only thing that will matter is "DPS". If there is no consequences when you die, why build defense? You see how POE 2 will turn into a shallow game if that happens.

What people are seeing right now is just the immediate and do not think "what will this do when this is implemented?". The reasoning "then make another server", isn't really "feasible" unless GGG makes a POE 2 "Softcore (easy)" server, that is "if".
"
PhalasSP#5996 wrote:
It's simple. Nobody likes EXP loss and it doesn't make sense these days.
You want a bigger player base and to earn more money?
Then EXP loss on death MUST be removed from the game by the time it's released, or players will simply stop and not play any more in the endgame, which will lead to them leaving the game and not investing any more money in the shop.
Is that what GGG or Tencent wants? Certainly not.
So follow the 1% who like it and don't bring in any money, or remove it and follow the 99% of players who bring in money.
The decision from an economic point of view doesn't arise.
EXP loss has to go in the final release!


1%? 99%? where is your actual number?
It does matter what we think of it. Everyone who is playing early access paid for this game, and we all have a right to express our opinion. It's not invalidated because you don't agree with it.

And many people's opinion is that there is no justifiable reason to take a penalty for work we have already completed. I'm playing because I don't give up easily, but I will be with many others who will quit this game if GGG doesn't get more innovate with ways to penalize players, especially since innovation is something they claim to take pride in.

And that's fine. We'll quit if GGG doesn't make changes, and you can keep playing if you don't have a problem with it. Neither of us are wrong for feeling how we feel, but we absolutely have a right to express our opinion for a game we paid for at a time when feedback is exactly what GGG is supposed to get.
"
iMirageX#4580 wrote:

So if you haven't read what I posted, exp loss has multiple implications and the most prominent is keeping builds diverse. If exp loss was remove and together with 1 portal on death, then the only thing that will matter is "DPS". If there is no consequences when you die, why build defense? You see how POE 2 will turn into a shallow game if that happens.

What people are seeing right now is just the immediate and do not think "what will this do when this is implemented?". The reasoning "then make another server", isn't really "feasible" unless GGG makes a POE 2 "Softcore (easy)" server, that is "if".


The only thing that already matter is dps. The entire end-game literally revolves around being able to deal as much damage to as many mobs as possible. Because clear speed = currency = upgrades = better dps.

And haven't seen people talk about removing the death penalty of losing portals in the entirety, just the 1-life-per-map mess that they decided to add when the 6-life model in PoE1 worked ok.

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