Death Penalty is too excessive

Not saying monster damage or the XP curve balance are dialed in. But the XP penalty is not the issue and serves as a necessary consequence that disallows "failing upward" I don't want to play games where you can fail upwards.

There are level 100's in HC, even SSF HC.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Jan 31, 2025, 9:59:07 PM
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Currently stuck at 93 because one death wipes away 20-20 maps worth of exp gains. Seriously GGG. I love this game, but y’all need to take a deep dive into the endgame. It’s FAR too punishing to the point of being ridiculous. Vaal mobs are seriously overtuned, Tornado chicken in Temple of Chaos is still problematic, the death penalty is entirely too much. 1 death in maps is just asinine.

While you’re at it, how about a revamp on trading to say an auction house format. Players spend hours trying to get a response from a seller for an item.

All that withstanding, my worst POE2 day is still better than my best D4 day. You guys have delivered a great product, it just needs some refining.



If you're not using Omen of Amelioration at that level then of course you will get stuck. This will 100% solve the exp penalty issue as 2.5% is easily obtainable at those levels.

Get one, try not to die anyway, run a lot of ritual so you can drop another one for insurance and get yourself a nice omen loop going. Plus points if u don't die u can sell it when u level up or save it until you're over 10% xp

The game is giving you tools to deal with this problem and they even buffed omens for that very same reason, try using them before assessing if something needs to be changed.

(this is coming from a player who originally was on the same boat regarding xp penalty until I started using and sustaining omens, now I'm almost 97. And no you don't need a bunch of divines, omen is barely a third of a div and if you're dying more than twice or thrice per level while regular mapping at that point your build needs revision)

So you are talking about that players have to pay to win or pay to level up, which may involve RMT, otherwise they will easily get stuck, you are really fantastic.


do u even play this game bro
Some people in this thread really need to touch grass and get some sunlight.

And yeah, death penalty needs to be removed, it's an outdated archaic design that dis-incentivize builds diversity.

There are other more modern ways to show off how skilled you are in the game, like achievement titles and cosmetics behind skill-gated content, rather than how much time you spend in the basement.
Last edited by ComradYUmad#6993 on Feb 1, 2025, 9:47:58 AM
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Some people in this thread really need to touch grass and get some sunlight.

And yeah, death penalty needs to be removed, it's an outdated archaic design that dis-incentivize builds diversity.

There are other more modern ways to show off how skilled you are in the game, like achievement titles and cosmetics behind skill-gated content, rather than how much time you spend in the basement.


Please take your own advice. Touch some greenery, then go to those modern games you mentioned.

Because surprisingly, some of us do enjoy the penalty so we don't see players do glass cannons only builds and hit 100 after dying 10000 times and brag about it after. All whilst turning the whole leaderboard into a giant joke.
Last edited by spaznaz#0311 on Feb 1, 2025, 9:58:35 AM
Xp death tax is a good feature imo.

It's frustrating when you try to fight against it. But I agree with what Jonathan said. If a character is strong enough it will continue to level up. if it cannot handle the difficulty then it has other issues that need resolving before focusing on leveling up.

Agreed, the current design incentivizes risk averse ranged play in a way that is fundamentally unhealthy for build diversity and exploration of differing class fantasies. Part of that is the raw amount of things which can instantly kill you regardless of defenses, it’s way too high. That needs to be toned way down and telegraphed far more clearly. Part of that is the triple tap death penalty; the loss associated with dying starts out sucking during campaign and gets infinitely worse during endgame.

The devs said “if you die in even 10% of maps obviously you’re having a fundamentally different experience”, so they know it. But they don’t seem to realize how bad that is. It means the #1 goal for any build must be “you can never die”, which pushes people towards only the most overpowered builds capable of clearing from a screen away or more, in a way that fundamentally does not care what enemies it’s facing.

If you want the game slowed down, if you want people to even know what modifiers enemies have much less care, if you want more than 1 button gameplay and extremely limited build diversity among those level 80+, all of those need the same thing- enemies need their stuff slowed down too, the one shots need to be rare and telegraphed rather than everywhere. And more importantly to this conversation, the death penalty needs to be dramatically reduced vs what it currently is. Pick 1 of the 3 ways you currently get hit upon death, keep that one, if you’re convinced a death penalty needs to exist. But if someone can’t even die on 1 of 10 maps without their experience being absolutely ruined, well, don’t be surprised at the result.
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spaznaz#0311 wrote:
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Some people in this thread really need to touch grass and get some sunlight.

And yeah, death penalty needs to be removed, it's an outdated archaic design that dis-incentivize builds diversity.

There are other more modern ways to show off how skilled you are in the game, like achievement titles and cosmetics behind skill-gated content, rather than how much time you spend in the basement.


Please take your own advice. Touch some greenery, then go to those modern games you mentioned.

Because surprisingly, some of us do enjoy the penalty so we don't see players do glass cannons only builds and hit 100 after dying 10000 times and brag about it after. All whilst turning the whole leaderboard into a giant joke.


Considering I have only 4 posts the whole time I was here, it's funny to tell me to touch grass.

There's a reason why XP penalty upon death is practically gone in modern game design, and when it does exist, there's always a way to get it back (Soulslike games), plus in those games you're not likely to get one shot by off screen/unreactable BS.People have moved on to skill-based gameplay, instead of how much time you spend.

And yes, I (and I believe at least half of the people who bought POE2) bought the game because the devs promised a slower more methodical play style. If the endgame stays the way it currently is I'll just move on.
Last edited by ComradYUmad#6993 on Feb 1, 2025, 10:25:37 AM
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Some people in this thread really need to touch grass and get some sunlight.

And yeah, death penalty needs to be removed, it's an outdated archaic design that dis-incentivize builds diversity.

There are other more modern ways to show off how skilled you are in the game, like achievement titles and cosmetics behind skill-gated content, rather than how much time you spend in the basement.


some ppls needs to get fixed thier skill issue
IGN: UgaBugaMajkaFaja

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