Why Does PoE2 Keep XP Loss on Death?

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For real,that is a arpg and not diablo.


every good diablo game also had exp loss on death.
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For real,that is a arpg and not diablo.


every good diablo game also had exp loss on death.



every good diablo game was also focused on the campaign rpg experience and not endgame grind which was just there for people to have some more stuff to do rather than make new characters.
the large majority of my deaths are due to FPS drops. The rest is the average retarded one-shot. both ruin my game experience.

It's baffling that GGG doesn't understand that not only that mechanism is terrible for player satisfaction, it has also an impact on gameplay: many players dodge half of the maps because the risk is way higher in certain maps, and players won't experiment with many builds since the game favours safe tanky builds + since most players won't ever reach level 100 no matter how many hours they put into the game
The exp loss is a punishment for 'risk', the thing you have to do in order to gain exp as you get closer to 100.

I have said for a while, for both poe 1 and 2, to move the loss start closer to 100. Start at level 89 at 1% loss, and scale it up by a percent per level gained up to 10% at 99.

I still hold to that.
PoE2 will never be popular game if GGG will keep xp death loss.
PoE2 = Patch of Slog
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Elua#0230 wrote:
PoE2 will never be popular game if GGG will keep xp death loss.


Are you sure?
Auctioneer House - is a MUST!
'POE2' is not 'POE1 2.0'! https://www.pathofexile.com/forum/view-thread/3614313
As a mechanic, it sucks.

The current bugs, 1-shot thin air deaths and occasional invulnerable mobs exacerbate the issue.

The ground clutter of certain builds makes avoiding ground mechanics that can 1-shot 100% of the time impossible. This also goes for on-death mechanics with certain melee builds.

The only justification is to extend gameplay for those with a lot of time. Personally, I believe it should be removed, or at least limited to levels 90-100.

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Good day, dear developers and game designers of PoE2!

I’d like to share my thoughts and hear yours on the game mechanic of losing experience upon character death.

While playing PoE2, I don’t use meta builds—instead, I play builds that seem fun to try out. As a result, screens don’t explode (metaphorically), and progression isn’t as fast. So, I’ve been mapping again, reached level 87, and once more encountered sudden one-shots.

This time, it struck me that these deaths frustrate me and create psychological pressure specifically because of the experience loss. I don’t mind losing a map attempt, and I don’t mind replaying the map, but I really dislike that my progression can literally stall if I die more often than I gain experience. Right now, it’s practically at a standstill—I get 5-10% exp from a T15 map with 3 nodes, which I lose with any misstep.

Moreover, I feel this mechanic in PoE2 seems unnecessary and only causes irritation. The game is already challenging enough and demands engagement, both in terms of learning mechanics for build creation and in actual gameplay (dodging, timely skill usage). Players whose builds "explode screens" won’t even feel this exp loss, so the main issue affects players like me. And the amount of exp needed to reach level 100 is already substantial.

In my opinion, experience loss is an outdated, artificial way to prolong gameplay, which only leads to frustration. Without it, I’d still feel my character progressing despite deaths, and higher levels might eventually make things easier. But with this mechanic, players can hit a wall—dying more often than they gain exp.

Since I’m criticizing, I’d also like to suggest alternatives. If this is truly a key and important mechanic (and I’m just missing the bigger picture), perhaps players could be given a choice—for example:

Respawn in town/hideout (lose the map attempt but keep exp), or

Continue the map (lose exp but keep remaining portals).

So, my question to the game designers is: How exactly is this mechanic supposed to improve the gameplay experience? Maybe I’m overlooking something. I’d be glad to hear your response. Thanks in advance!




Because being able to hit 100 shouldn't be a given, it should take a good, well developed character to do so.



If you can't hit 98/99/100, it means your character has defensive problems, giving people a free pass like you asked would just omit this part of the game.
This game is damn hard. That's what I like about it. I do however die too muhc and never passed level 95, this league I can't pass level 90. Exp loss isn't the problem, dying is the problem. I think surviving and the damage and seeing what killed a person would be very useful. A summary of your death.
In my favorate game Terarria it always says what killed you, even if it's a backhanded mockery at least you see something.
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This game is damn hard. That's what I like about it. I do however die too muhc and never passed level 95, this league I can't pass level 90. Exp loss isn't the problem, dying is the problem. I think surviving and the damage and seeing what killed a person would be very useful. A summary of your death.
In my favorate game Terarria it always says what killed you, even if it's a backhanded mockery at least you see something.


That's only a part of the solution (death log). What if you're unlucky, with meager amounts of currencies and you need to max Chaos and 1 or 2 other resistances AND have decent amounts of Armour, Evasion, ES? The Trade market has no room for poor players and the rich only get richer.'

0 player equity and 0 price controls in a game that markets itself as a game for the skilled when it actually is a game that is centralized on gear.

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