Exp loss on death topics are getting out of hand.
The feedback forums has been the most toxic thing I've ever seen. I don't think the devs actually look at this forum anymore, because it's just extremely uselss with all the PoE 'veterans' spawning negative threads constantly. And it's the same people that keep making these threads and commenting on them 24/7
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" Not just that. The only way to kill monsters in endgame is smashing AOE button. So all classes and builds feels the same in the endgame. Well except witch who doesn't have to press any buttons. Last edited by Suchka_777#4336 on Jan 18, 2025, 8:24:56 AM
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" If just critics = negative, then they should close their company down. |
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" I see your point, i guess i am completionist and will probably get to 100 atleast once even with the current xp lose one of the issues i have is it promotes a stale boring gameloop that i will have no interest in repeating. I advocated for losing xp on the current map only. so you can still have a penalty and stall progression but can atleast try a more risky playstyle dont forget we lose alot upon death not just xp. that seems overly punishing and needs revisited. slightly off topic but i dont see anyone complaining about the portal changes to boss fights, if that can be addressed for the few who are doing them why cant normal map concerns be looked at. which i assume is were the majority of players will be Last edited by tarloch#1873 on Jan 18, 2025, 8:25:30 AM
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In campaign you can go into a boss, die then just release and go back in....over and over and over. It feels really good when you finally beat the boss.
Then comes mapping and you're forced to do so many layouts that are horrible. Not all maps have bosses. The map is random so there are plenty of horrible positioning of maps to towers. You get 1 chance on ANY map and after you lose to a map you're forced to do it again without the events. |
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" Isn't that the dev's perspective, though, that players would consider 100 to be done, so the penalty is designed to lengthen the process? I mean, I don't know that of course, but why else have the penalty? The core game loop for an ARPG is power creep - you bash things, you get shinies, sometimes they'll be an upgrade for you, and round and round you go until you can beat the most difficult content in the game easily with the rarest, most OP stuff you can find. You want levels for all of your skills - but is max level an achievement in that model really? It seems to be in this one. I got to 90 on my witch today and am not intending to aim for 100 but just to take more risks with the existing content. But in principle, I am against taking something away from the player (exp) that was earned fairly prior to the content they died in. Its purpose seems to exist merely to lengthen what is already a longer and longer exp curve. |
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it isn't intended to lengthen, the fact you get increasingly less xp as you get a larger and larger xp penalty as you level is intended to lengthen.
Its intended to prevent, its an important distinction to make because some players just fight against it when its literally fulfilling its purpose when players accept they aren't going to get any higher, or adjust their playstyle/gear/build TO get higher. |
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The problem of PoE 2 is that it's gameplay is way better than PoE1 therefore they will get way more backlash, until Tencent tell them to do what Casuals want.
Explanation: PoE1 Gameplay and Graphics, weird camera angle, super dark atmosphere, abysimmal drops, were already chasing Casuals away before they could even reach the point where the XP Loss begins. Only a specific number of ARPG fans kept playing PoE1 making it a "niche ARPG". That's why when Casuals were leaving PoE1, there wasn't much fuss about it. Casuals didn't care, devs didn't care, poe fans didn't care. They just left poe fans in their diablo 2 phase and left. ---- But PoE2 Gameplay, graphics, Camera angle, atmosphere is way better than PoE1 and the gameplay is very close to Diablo 3. It's evidently aiming to reach a wider audience. And it did at start as you can see on the Steam Chart. But you can also see that the wider casual audience is leaving at the same pace because while PoE2 is trying to reach a wider audience, it contradicts itself by keeping obsolete Anti-Casual mechanics like XP Loss, Encumbrant Inventory demanding too many trips into town to make the salvaging mechanic work, Abysimmal drops, etc... |
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" the campaign is the souls like part. learn the boss mechanics overcome and feel a sense of achievement maps is the opposite all i get from it is what was that that killed me i cant see anything...wait my map items and progress are gone. doesnt feel right i can die in a heartbeat, all that leaves me with is a sense of being cheated. definetly not souls gameplay as was widely hyped |
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" I would assume it is the developer perspective, even still, if you can reach 100 with gear that in no way let's you be able to clear the end game bosses and actually survive just because you stay there grinding and dying with bad gear one could say you shouldnt considered yourself "finished" at reaching 100 anyway. Reaching 100 requires you to be able to get gear to actually survive the content. Getting there in low tier gear that you die with every other map in no way constitutes "finishing" the game. So reaching the max level with bad gear because there's no exp penalty seems the opposite of what would make sense for 100 being the "end" of the game. Getting to 100 would require you to be at a point you can successfully clear the most difficult content and bosses so that would be fully juiced t16 and all bosses at difficulty +4, and if you are strong enough to do that believe me you aren't on here complaining about exp loss. Last edited by TheFriggenBest#6781 on Jan 18, 2025, 8:43:25 AM
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