experience loss is, and always will be bs for this one reason

Level 99, 79% dodge, 2000 health, 4000 shields. Still often inexplicably killed.
I feel that the core problem is that players don't know how to die. Can't continue to adjust.
It's meaningless to pile up without brains and dodge shields.
I get the frustration about dying from unknown sources, often i have a really chill time mowing through mobs and suddenly i am dead, no clue why....

A simple deathlog would already help telling me what (mob type) killed me by what means (skill) with what amount of damage and type....


"XY was slain" in the system chat does not really help anyone
Last edited by Macabri#7452 on Jun 29, 2025, 9:03:14 AM
No. Working entirely as intended and it's healthy for the game.
What is the purpose of the experience penalty? How does this penalty make the game better?

This is the worst thing about PoE2 today. This is even worse than dead servers and gambling craft.


The game should bring joy and satisfaction. It's a game, it's a form of entertainment. But GGG turned the game into a Sisyphean task.
Last edited by zim289#0226 on Jun 29, 2025, 8:27:21 PM
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zim289#0226 wrote:
What is the purpose of the experience penalty? How does this penalty make the game better?

It rewards people who die less, and penalizes people who die more. That encourages people to create well-rounded builds instead of glass cannons. It also increases skill and reduces randomness in ladder rankings.
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Jonboy77#0649 wrote:
capped resistances. Okay; but I don't. So the game should tell me what the damage was that led up to my death so at least I know what to invest in/avoid.

That's been a topic of discussion for many years. GGG's consistent position has been that it's too hard to program, because people don't just die to one thing, and the thing that kills you is often not the thing that made you vulnerable. Maybe they'll have a Eureka moment and put it in PoE2, but they probably won't, because they probably can't.

In the meantime, if you do the things I mentioned, you might die less.
I mean sure, but it's not really that hard to program. It just requires someone to design it and programmers to implement it. "Too hard to program" simply means that GGG consider this too low priority to tackle.

If it has been a topic for many years, then it really is a mistake on GGG's part to not design the game with this feature in mind. Even a replay feature would have made a lot of this problem.

But it's just extremely hard for me to believe that a simple list of all the things that damaged yo in the last 5 seconds + all multiplers to damage each of them received wouldn't be of at least some use.

And maybe the claim is that this could be misleading. But misleading would still be better than "boom your screeen froze for 0.1 seconds so try guessing what happened"

Every day we should think of Volatile Plants and how it turned out they were doing more than 2X the intended damage. I can guarantee you this bug would have been detected and reported widely by the community on December 2025 if we had proper death recaps.
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zim289#0226 wrote:
What is the purpose of the experience penalty? How does this penalty make the game better?

It rewards people who die less, and penalizes people who die more. That encourages people to create well-rounded builds instead of glass cannons. It also increases skill and reduces randomness in ladder rankings.


No it doesn't. The only thing out of that list is punishment.

Do you think the stat stackers that were running the heralds last league had "well rounded builds" that deserve rewarded?
How about the lightning spear people this league?
Well rounded? Deserves rewards?
How skillful are they?

Not knowing how you died or whatever killed you does absolutely nothing but frustrate the player. How can you fine tune anything if you don't know what to tune?

This is the primary reason I stopped playing. Not knowing what it is that killed you and to continue to play is futility and to see progress slip away isn't fun.

___

As far as posting a build or going outside of the game is a failure of the game itself. You shouldn't have to go to a 3rd party.
Nowhere in the game does it indicate what a good defensive layer is.
These kind of things should be at the VERY LEAST a tooltip IN THE GAME.
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zim289#0226 wrote:
What is the purpose of the experience penalty? How does this penalty make the game better?

It rewards people who die less, and penalizes people who die more. That encourages people to create well-rounded builds instead of glass cannons. It also increases skill and reduces randomness in ladder rankings.


Haha that is pure bs take
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As far as posting a build or going outside of the game is a failure of the game itself. You shouldn't have to go to a 3rd party.
Nowhere in the game does it indicate what a good defensive layer is.
These kind of things should be at the VERY LEAST a tooltip IN THE GAME.

The game doesn't give you official ways to build your character. And GGG has said they don't intend to release their own version of Path of Building. Third-party tools are a recognized, accepted part of the ecosystem.

This was written for PoE1, but it will help you. https://maxroll.gg/poe/resources/defenses-and-defensive-layering
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That's been a topic of discussion for many years. GGG's consistent position has been that it's too hard to program


hard really? thats BS.
all they have to do is capture the characters status at death. show all cumulative debuffs and the killing blow damage.

furthermore if they did that, people could see first hand what combination is the most deadly and choose to avoid maps that have those combos.

i truly believe they DONT want us to know.

Last edited by dmc9014#4875 on Jun 30, 2025, 10:14:23 AM

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