XP Loss on Death is so Much Fun!

Nothing I love in this whole game more than losing 60% of a level in one bad map.

It makes my day so much, I really think this mechanic needs to be extended to gems.

Moreover, both players and gems should, in fact, be able to LOSE levels from XP loss. Why should we get a safety net just because we happened to ding a moment before a death?
Last bumped on Jul 14, 2025, 3:45:22 PM
If you're losing 60% of a level, aka dying six times on one map, then I'm gonna be real with you that's 100% a you issue.

There is absolutely no mechanic in this game that justifies that kind of XP loss unless you're repeatedly running into the same wall and blame the wall for being there.

Learn how map mods work, fix your build if it's a build issue, or play smarter. Simple as that.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
What part did you misunderstand? XP loss is awesome. The only problem with it is that it doesn't apply to gems, and I can't lose levels from it! Both are completely nonsensical and arbitrary limitations.
Good rules of thumb if you are at a point where losing 10% XP actually matters (Level 95+):

- If you die once in a map, treat it as a loss and go to the next map. If you died once then the chances of you dying again are high, especially if you don't know what killed you.

- If the loss of currency investment in the map is too much to abandon it, then you are doing the wrong strat to gain consistent XP.

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Once you get to this point you either:

- Accept that it's likely your final character level and embrace the 6 portal defensive layer.

- Focus on gaining XP in safer maps instead of raw profit.

- Invest your funds into XP services like 5 way rota so you can get to level 100 and not worry about deaths in the future. (Bonus SSF version; spend your time running safer strats to gain XP, or farm breachstones & emblems to run yourself.)

---

XP Loss is a good thing in PoE as it turns an inevitability (Level 100) into a genuine scarce resource which you have to consider the worth of investing your time and currency into.

I realise that at this point you are probably just frustrated about trying to get over a roadblock on your character, but if you genuinely slow down a bit and focus on the best ways to maximise your XP gain (And character tankiness) it will work out okay. I'm more than happy to help with some strategy suggestions for XP if you would appreciate that.
Souls along a conduit of blood, from one vessel to the next.
"
Nothing I love in this whole game more than losing 60% of a level in one bad map.

It makes my day so much, I really think this mechanic needs to be extended to gems.

Moreover, both players and gems should, in fact, be able to LOSE levels from XP loss. Why should we get a safety net just because we happened to ding a moment before a death?


If you are already talking about some of your experience in the game, and if you want other participants in the forum to understand your problem, then you should make your character visible to others, so that they understand if there is a real problem.
In this way, you seem like a troll!
"
...in one bad map


Found your issue.
Bring me some coffee and I'll bring you a smile.
ORRR... hear me out.

GGG could drop this archaic punishment that they know is an issue (hence pinnacle bosses no longer giving/removing XP and amel omens existing) and attract or bring back tons of players that are turned off by having their time wasted when they carefully grind out hours worth of XP only to have it removed because the algo decided a soul eater with ridic regen and other mods was a good idea.

People shouldn't have to do over 300 "safe" maps and play slowly and carefully to get a level.

People shouldn't have to pay others 5+ divines to get 1/3 (or less) of a bar of XP.

People shouldn't have to play a "tanky" build they don't like with plans to switch to what they do like to play so they can more safely reach level cap.

People should be able to play the content they like to play and eventually reach the goal of level cap.

XP loss doesn't add challenge, it adds frustration.

XP loss doesn't add excitement, it removes it.

"
losing 60% of a level in one bad map.


So you went into a map and died. You went in a second time and died again. You then repeated this process four more times and you still blame the game?

"
ORRR... hear me out.

GGG could drop this archaic punishment that they know is an issue (hence pinnacle bosses no longer giving/removing XP and amel omens existing) and attract or bring back tons of players that are turned off by having their time wasted when they carefully grind out hours worth of XP only to have it removed because the algo decided a soul eater with ridic regen and other mods was a good idea.

People shouldn't have to do over 300 "safe" maps and play slowly and carefully to get a level.

People shouldn't have to pay others 5+ divines to get 1/3 (or less) of a bar of XP.

People shouldn't have to play a "tanky" build they don't like with plans to switch to what they do like to play so they can more safely reach level cap.

People should be able to play the content they like to play and eventually reach the goal of level cap.

XP loss doesn't add challenge, it adds frustration.

XP loss doesn't add excitement, it removes it.



This is pretty subjective though. The reasoning behind the change to pinnacle bosses is that they never really granted you any noticeable XP so it's reasonable for them not to take it either. Omens of Amelioration are also expensive / fairly rare so fit within the design space of "XP at close to max level is a valuable resource that you have to either safeguard with time or currency".

You also don't "have" to do hundreds of safe maps, it's just once again a viable option if you want to invest time rather than currency into levelling up.

Also agreed, people shouldn't feel forced to play a tanky build. BUT they should feel rewarded for investing in improving the tankiness of any build they play. As a good example: the build you are playing this league definitely doesn't need Spell Suppression, Phys Conversion, or Svalinn to function; but in the process of investing your currency into those elements of your build you are massively improving your survivability and thus being rewarded with better access to good XP methods because you know you are going to die less often.

People can play what they want, sure, but level cap is a specifically difficult goal that requires a measured and well thought out approach. And that is precisely why XP loss adds challenge and excitement; if level 100 was some throwaway easy goal that anyone could complete without any thought whatsoever then nobody would care about it. (Hello Diablo 3)

Your opinion on paying for carries is valid. I don't particularly like it either, but I do accept that it exists and that it's an option if you feel like it's worth it. Very subjective once again though, people's thoughts on this will vary a lot.
Souls along a conduit of blood, from one vessel to the next.
Weird how despite my protestations of sincerity, no one actually believes me. It's almost like you all *know* this mechanic is unfun.

Weirder still, how no one has even acknowledged, much less agreed with my idea to extend XP loss to gems. Or my suggestion that levels shouldn't be a 'checkpoint' to prevent XP loss.

Again, evidence that despite your arguments - however pithy or long winded - you *know* this isn't fun or enjoyable.

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