A Simple Poll - Exp Loss on Death

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Incorrect. The math disagrees with you.


Without actually looking at my gear and skill tree, all you can do is ASSume


Incorrect. No assumptions needed. Diminishing returns due to additive scaling of %-based nodes don't care about your build and gear.


I think players are smart enough to not dump all 100+ passive points into %increased damage, lol. This is strawman argument if I ever saw one.

Already told you several pages ago (which you didn't reply to) that points may or may not be a factor. But how players keep losing exp over something they cannot expect or influence is the main problem. Each map is new setting, you cannot know incoming damage before getting hit.

If you are developing highly punishing game, your responsibility for balance and stability increases tenfold. Fromsoft understands that. GGG just slaps RNG layers on top of one another and pretends to not notice a stream of absurd deaths to bugged bosses (colossus invisible projectiles, bahlak before fix, zarokh clock phase, trialmaster, arbiter oneshot overlap), or to weird stacking on magic/rare mobs. Or to bugged stats on common mobs. Slitherspitters killed thousands of players before getting fixed.

And term "oneshot" here includes a rapid succession of smaller hits under 0.5s, which is usually how non-boss deaths happen. It is still poor balance if you expect your players to go soulslike.
Its softcore, I don't see a reason at all to not get rid of experience loss on death. Hardcore exists and softcore is supposed to be the soft mode. Don't see the point in adding exp loss and making it medium, in the middle core.

I dont care either way but having it removed from sofcore makes more sense to me.
As much as i dont like it after level 95 (it should only exist after 95 to seperate the good builds in my opinion).

Only Mark can tell us why it exists he is the GGG pain director.

But it will never change it has been part of the core game (POE 1) for over a decade, they would have heard all of this for yearsssssssss.

They can keep but remove the POE 1 ruthless exp model and i dont think many would complain (yeh they would, bitches will bitch).


Big problem is new POE 2 players dont even know about ruthless POE 1, watch Kripparian video review on POE 2 he tells you exactly what it is. If he could spot it a few weeks after release then why arnt more POE 1 players speaking out about it, they probably dont even know or tried ruthless. Maybe POE 1 players want POE 2 to fail.


Do POE 1 players want POE 2 to fail, seems like it, pushing new POE 2 players to get good what ever that is supposed to mean (it means stop having a life and play a game more because i say get good, ok buddy).


All the POE 1 players complaining about people complaining in the forums, that is what i am here for, so amusing to see and read.

Yes we should listen to POE 1 players, but if they dont have a level 92 Ruthless character and are talking about exp why should we listen.

If the POE 1 players wanting to keep exp loss, we should only listen to the Level 100 players and thats all, because all the others dont care about exp anyway, they probably have a level 97 highest.

People settle, its human nature to reach a comfort zone mentally, but not having a level 100 and trying to tell people they are wrong about exp, you go girl, [Removed by Support] why? you dont know the pain and dont have empathy for others that do.





















P.S

I am a Dog and i will just drop my load and leave on to the next post
Last edited by Vash_GGG#0000 on Jun 4, 2025, 11:49:50 AM
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I think players are smart enough to not dump all 100+ passive points into %increased damage, lol. This is strawman argument if I ever saw one.

Already told you several pages ago (which you didn't reply to) that points may or may not be a factor. But how players keep losing exp over something they cannot expect or influence is the main problem. Each map is new setting, you cannot know incoming damage before getting hit.

If you are developing highly punishing game, your responsibility for balance and stability increases tenfold. Fromsoft understands that. GGG just slaps RNG layers on top of one another and pretends to not notice a stream of absurd deaths to bugged bosses (colossus invisible projectiles, bahlak before fix, zarokh clock phase, trialmaster, arbiter oneshot overlap), or to weird stacking on magic/rare mobs. Or to bugged stats on common mobs. Slitherspitters killed thousands of players before getting fixed.

And term "oneshot" here includes a rapid succession of smaller hits under 0.5s, which is usually how non-boss deaths happen. It is still poor balance if you expect your players to go soulslike.


+1

This guy gets it
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I think players are smart enough to not dump all 100+ passive points into %increased damage, lol. This is strawman argument if I ever saw one.

Already told you several pages ago (which you didn't reply to) that points may or may not be a factor. But how players keep losing exp over something they cannot expect or influence is the main problem. Each map is new setting, you cannot know incoming damage before getting hit.

If you are developing highly punishing game, your responsibility for balance and stability increases tenfold. Fromsoft understands that. GGG just slaps RNG layers on top of one another and pretends to not notice a stream of absurd deaths to bugged bosses (colossus invisible projectiles, bahlak before fix, zarokh clock phase, trialmaster, arbiter oneshot overlap), or to weird stacking on magic/rare mobs. Or to bugged stats on common mobs. Slitherspitters killed thousands of players before getting fixed.

And term "oneshot" here includes a rapid succession of smaller hits under 0.5s, which is usually how non-boss deaths happen. It is still poor balance if you expect your players to go soulslike.


As for those skill points making or breaking a build: Nope. Never have, never will. Build better. The "smart" players, as you call them, understand this. Nothing you say could possibly justify this argument. It is dead.

As for the second part: Agree! GGG should fix all the stability issues and overtuned mechanics like plants and detonate dead. This doesn't justify turning off exp loss, though. Also a dead argument.

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Incorrect. The math disagrees with you.


Without actually looking at my gear and skill tree, all you can do is ASSume

We are still waiting for your screenshots to prove us wrong.
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outlander19900#0213 wrote:
Its softcore, I don't see a reason at all to not get rid of experience loss on death. Hardcore exists and softcore is supposed to be the soft mode. Don't see the point in adding exp loss and making it medium, in the middle core.

I dont care either way but having it removed from sofcore makes more sense to me.

I guess you've meant it the other way round. Get rid of xp-loss on hardcore, because once you're dead, you're dead. No xp to lose anyway.
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I think players are smart enough to not dump all 100+ passive points into %increased damage, lol. This is strawman argument if I ever saw one.

Already told you several pages ago (which you didn't reply to) that points may or may not be a factor. But how players keep losing exp over something they cannot expect or influence is the main problem. Each map is new setting, you cannot know incoming damage before getting hit.

If you are developing highly punishing game, your responsibility for balance and stability increases tenfold. Fromsoft understands that. GGG just slaps RNG layers on top of one another and pretends to not notice a stream of absurd deaths to bugged bosses (colossus invisible projectiles, bahlak before fix, zarokh clock phase, trialmaster, arbiter oneshot overlap), or to weird stacking on magic/rare mobs. Or to bugged stats on common mobs. Slitherspitters killed thousands of players before getting fixed.

And term "oneshot" here includes a rapid succession of smaller hits under 0.5s, which is usually how non-boss deaths happen. It is still poor balance if you expect your players to go soulslike.

Yet again, people putting words in other peoples mouths. There is literally no point in putting everything in 'inc % damage' nodes, because you're building a glasscannon this way. You yourself a setting up a strawman.

You're expecting a fully bugfree game, when you're playing an EA game. If you can't get around the xp-loss and this literally being a beta, then maybe you shouldn't play.

And oneshot is oneshot. If multiple enemies hit you, it's literally not a oneshot.
Last edited by bloomhead#3858 on Jun 4, 2025, 6:45:42 PM
OP +1
+1 and also to all the ppl in this post saying the last points don't matter. The passive tree is your damage multiplier in poe 2 so 10 points of damage multipliers is indeed worth it. No one cares about the ppl who only use the most broken and op skills. The reason you don't need the extra passive points is bc your scaling a over scaled ability so you don't need as much scaling as others may

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