Exp loss on death topics are getting out of hand.
The EXP lost doesn't bother me tbh, only thing game needs improvement is give us a chance at fighting end-game bosses more frequent and adding more content instead of boring maps over and over again.
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There is a 0.00001% chance that GGG will remove the exp loss on death.
Having 6 portals back would be nice though. |
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" I don't use grim feast and I have 5,5k ES since I magic find. Not all CI has 10k+ ES. Even if I use dream fragment, it does not add the "max mana" to your ES when using Everlasting gaze. Last edited by iMirageX#4580 on Dec 31, 2024, 4:38:08 AM
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First off, I *enjoy* XP loss. I think it's good. (level 84 Monk)
I think this topic is misunderstood by folks who think this is an issue of everyone getting to 100 or not.. *EVERYONE* that can get to maps can get to 100.... You could just repeat really low tier garbage maps that are totally boring and giving you barely any XP, over and over until you finally get there. This is about what the game makes you to do get to 100. If a player is encouraged to do something that is unfun to get to 100, they are not quitting because they can't get to 100. They are quitting because the only way they can see to get there isn't fun. Is that a good thing? I personally think the XP loss on death is kind of fun and exciting, and it makes me think differently about the next map I'm going to queue. However, I also think it makes me take on less challenging stuff. I think the Pinnacle boss situation is a good analogy. I don't want to go to YouTube to learn the fight by watching a tutorial. I want to experience it, because it's MORE FUN. However, the pinaccle boss key mechanics, as described to me, really punish this approach, because if I fail my attempt I'm going to have to re-farm those keys. This is giving me a choice between an un-satisfying method of ending (watching YouTube to "cheat"), or an un-fun method of ending (regrinding the atlas countless times to earn keys). I'd like to pound my head against the boss as many times as it takes to learn the fight, and tackle it myself, without seeing any spoilers. That would be the most fun. This same pattern exists in the map tiers themselves. Many people have fun challenging themselves with hard maps, but the Xp-loss removes that as a reasonable option because as the levels increase, it costs larger and larger amounts of time to do so. I've personally found my way of dealing with this system.. which is that after I level (when I have no XP to lose), I go run the hardest maps I can find, until I find something that kills me... then I dial it back until I'm on a steady XP climb... until I get to the next level. It works, but I'm certainly not having as much fun as if I could take on harder stuff, knowing if I fail it will get me nothing, but that it won't set me back more than the time I invested (plus a constant). I would personally like to see Maps put some of the loot-budget into a "map completion chest", allowing us to more aggressively blitz a map without so much looting, and only if we complete the map objectives do we get the "map completion", more like what happens with the event mechanics. Last edited by KuroSF#6521 on Dec 31, 2024, 5:00:30 AM
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" The problem is that the randomness of game mechanics cause you to still die even there. There is no way to balance a game that is a pile of randomness stuck together to ever work in a way that XP loss could be a thing. |
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" It may be fun and exciting to the type of player who also enjoys playing hardcore. They are exhilarated by the notions of sudden death and ultimate loss. I am not that kind of player and I don't play hardcore exactly because I do not want to go through that in games. When I play I want to experience predominantly positive emotions. And since I have explicitly stated that I do NOT want to play hardcore as early as the character creation screen, I expect to NOT have hardcore-adjacent events during my playthrough. |
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" Glad for you I can hardly reach 2k hp, and armor/evasion does not help against oneshots |
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" Then we found the root of the problem. PoE2 isn't for you at all if you need only positive emotions. Blizzard's games are more suited for gamers like you. That's a FACT. PoE never been about giving people always positive experience, and if you avoided that fact by heavily relying on guides, net-building and trading to feel any good, it's on you, not on the game's design. |
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" Exactly. Right now Softcore has Hardcore mechanics that are forced on the player. This is why people are quitting, it's just not fun. I don't wanna ever feel that horrible feeling of dying and losing hours and hours of progress in a game, that is not why I play them. I play them to just have fun and accomplish my goals in them with as little difficulty as possible. That's fun to me. I played hardcore once in PoE 1 because I wanted to get all achievements and I was just missing 1 which was "reach level 90 in hardcore". Died on my first char in Delve at lvl89 cus I got de-synced in the darkness while trying to loot something, worst experience and feeling in a game I've ever had in my whole life. Had to re-level another character, sell off all my currency to buy gear for RF jugg and painfully level to 90 in safe,low-tier maps. Wooow such gameplay. Yeah no, I don't want this shoved down my throat in Softcore thanks. If the devs refuse to see reason then they've lost me and many others as potential PoE 2 players. The goal of PoE 2 was to attract a wider audience, not shrink it down to a niche of people who enjoy ultra-hardcore games that punish you for no reason lol Literally who asked for Softcore to have these cringe hardcore mechanics? Nobody. So remove them or risk losing thousands or tens of thousands of SC players. Because I can assure you they will either quit over this if the game releases with these mechanics still in it, or they will play it in the most boring way possible following a meta build. Great for build diversity. Last edited by Toforto#2372 on Dec 31, 2024, 6:43:02 AM
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" We, PoE2 enjoyers, accept your condition. We accept to have a great, fun, but also punitive and challenging game with those designs, and to have a community without people like you constantly complaining about it. Cordially, a gamer. |
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