PoE2 Needs to Rethink XP Loss – Here’s a Simple Fix
Don't change the xp loss...
We need better defense (with better loot), just it... |
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Just to follow up on my original post—
If the stated goal, as mentioned by Jonathan (Lead Developer/Producer at GGG), is to make a fun game, then I genuinely have to ask: How does XP loss make the game more fun? Because from a player’s perspective, it doesn’t feel like a challenge—it feels like a punishment. It actively discourages risk-taking, experimentation, and sometimes even just playing. It creates fear, not excitement. Yes, the game should have consequences. But if those consequences are causing frustration and burnout instead of driving engagement, then maybe it’s time to reassess whether the system is really serving its purpose. Fun doesn’t mean easy—it means rewarding, engaging, and motivating. XP loss as it exists now doesn’t hit those marks. If the vision of PoE2 is a better, more enjoyable experience, then this mechanic needs to evolve. |
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Currently, POE is overfocussed on penalties and has forgotten the rewards. Especially in SSF mode. And the biggest reward from playing the game is having fun playing the game -- something that dropped off with Patch 0.2.
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" Absolutely agree with this. I’d say it’s rewards that really keep players coming back—not just loot, but that dopamine fix from making progress, pulling off a cool build, or just seeing your character get stronger. That feeling is what makes ARPGs so addictive and satisfying. Someone else brought up a great point about experimentation and build proliferation—and that’s huge. When the game punishes you heavily for trying new things, people get locked into “safe” meta builds and stop having fun. In PoE2, the systems need to encourage more creativity, not discourage it. It’s not about removing difficulty, but maybe it’s time to pull back some of the overly punishing systems and replace them with reward-driven mechanics that still have risk—but chosen risk. Give players agency. Let them decide when to take a gamble, and reward them for pulling it off. That’s way more compelling than flat penalties for failure. PoE2 has the potential to be something really special—but only if fun and challenge are balanced in a way that rewards players, not just punishes them. |
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My idea: No longer xp loss but the last 10 levels are on a logarithmic scale so everyone find their natural limit that they content with.
But to keep the grind interesting from level 90+ you not only level yourself but you also level monster level in T16 maps that will then give more xp, higher endgame challenge for the final player levels. |
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"What risk? There is no risk if there is no consequence. |
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" There can still be meaningful risk without harsh punishment. Risk is about challenge and stakes, not just losing progress. The best systems reward success and make failure a learning moment—not something that makes people stop playing. |
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100% agree! I gain XP from working through a map. Just about to finish the map and get one-shotted by something I cannot see (be it offscreen or some random ground element). Then all that XP gained is instantly lost. The reason I uninstalled the game in a rage is when this happened on the last room before the end of the trials. Instant dead for no reason. No enemies on screen. No reason stated. Just dead. I'm a patient person, but even I reached the end of my patience.
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" Most people are unable to clear the whole screen with one skill*. But Blaming the game for not using the spearthrow which you automatically have and just challenging enemies you are unable to deal with is a wild thing, wouldn't you say? I agree that not anyone has the possibility of that, but a warrior would simply dodge and throw their hammer on them most likely. But I also don't want to imagine what kind of struggle it had to be to be so low on life on your character. I had 2k life on T3 maps already and you still aren't at that point. So dying more often is just your choice there, since your gear is most likely more balanced around damage which either implies that you should have the skill to handle such situations or you die. If you play SSF you know the value of your shit and can gauge if you should do something or not. You normally don't do such things if you cannot handle it. Ez The same as people in hardcore would play, just with more caution. If you dislike the hardcore mentality, I can understand you, but this game is supposed to be something like that. And I play pretty much the same as you, just not with only melee and for example using spearfield which helps immensely in such situations especially combined with impale, cause enemies will come to you as we saw in your clip. Also if you are tired of what you do, press "ESC" go get a coffee or stretch yourself, but if you just play stupid after you did well for nearly half the life of this dude and then just fuck it up, it is not really the fault of the game. This is the vision. The game has many flaws, but XP loss is not a part of it. Up to level 90 I died like 5 times, most of them in campaign, in maps but there was prolly one at best. Get more life and don't cripple yourself with your own abilities. Last edited by Ondrugs#1147 on Apr 22, 2025, 9:13:33 AM
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" While I respect your perspective, the reality is that if enough players express frustration or disengage, GGG will be forced to reevaluate mechanics like XP loss—because at the end of the day, it’s not just about “vision,” it’s about retention and sustainability. This isn’t about skill—it’s about whether systems feel rewarding or punishing. If core progression feels like a treadmill that punishes experimentation or casual engagement, players will simply walk away. And when that happens at scale, it directly impacts revenue, growth, and community health. Game design is a dialogue. Developers set the vision, but player behavior and sentiment determine longevity. If people aren’t having fun, it’s not a “get good” problem—it’s a design problem. |
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