Death becomes to punishing for high levels

First of all, thanks for great game. I understand that a penalty for death has some value and in the early endgame the punishment does not feel too harsh to me.

Level progression slows down strongly for higher levels, and a death series invalidates _hours_ of game play and ruins the fun for me. While im ok with the quality of punishments, the _quantity_ is bad design from my point of view. Losing some minutes of effort is ok, but hours is not any fun at all. Try it yourself. I want to play POE2 as a hobby and also if im not at the top of my game, and i guess this is also true for the average player. Please at least provide a option to turn that punishment of or at least down, if this results in SSF its ok.

Current Char:

Lvl 91 Smith of Kitava (max res with shield (90/90/90/75), 87% Armour and 75% block). Sure, I probably play far from optimum, but I tried to stick to defense. I die fairly often.

Last bumped on Apr 18, 2025, 4:08:59 AM
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I want to play POE2 as a hobby and also if im not at the top of my game, and i guess this is also true for the average player. Please at least provide a option to turn that punishment of or at least down, if this results in SSF its ok.


Thats why I stopped 2 weeks ago play this game.
It looks like GGG has road map ONLY for hardcore players (no HC mode) which love life time job with this game.
I have a hot take. maybe the reason the XP penalty exists is because players are getting to level 90 two weeks into a league (or sooner).

I don't mean to throw shade on your point, which is that the XP penalty is rather high, or maybe death is too swift in the endgame, but the idea of removing it altogether seems like a path towards leagues that are boring in less than 2 weeks for softcore players.
Last edited by rhorains#6760 on Apr 18, 2025, 4:07:52 AM
This kind of death penalty isn't so bad in principle, but it shouldn't exist in a game that relies on cheap one-shot kills to create a sense of difficulty. The penalty for dying should be proportional to how well the player is able to avoid it, otherwise it feels like unfair punishment for something you have little control over.

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