Suggestion re Exp Loss on Death

Since there are two diametrically opposed camps on this topic, here's my suggested solution:

At character creation, give players an option to pick from the following two choices:
1) Experience Loss on Death (Punisher mode) or;
2) No Experience Loss on Death (Casual mode).

The dilemma will then go away by itself, while players will actually have had an impactful choice in customizing their personal gaming experience.
Last bumped on Jul 18, 2025, 3:21:40 PM
There's no need to split the economy even further and doubling the number of leagues.

(I hope you're not suggesting putting people with option 1 and 2 in the same trade league.)
Ascend with precision.
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Ankh_13#4218 wrote:
There's no need to split the economy even further and doubling the number of leagues.

(I hope you're not suggesting putting people with option 1 and 2 in the same trade league.)


why not?
its 2025, not friggen 1998 arpg gaming,

people dont have 200 hours to burn hoping for that 1 passive point for the increase or maybe that gem slot, or the final passive to the build.

the barriers in gaming are getting worse and worse in every aspect.

they need to stop adding barriers to inflate playtime for their metrics.

its why people hated 0.2.0 because the insane blockages and changes they made, made it take 10x longer than in 0.1.0 and people were not interested in it.

should there be some friction, yes, but not the insane lengths they have been going to.

there is a reason POE 2 playability tanked the second a new POE 1 league came out, and i dont see it gaining a sustainable playerbase, till they fix these issues.
No need if i didnt die after level 97 i wouldnt go play other games lol

I died a few weeks ago at 99 so now im maxing out Diablo 4 season 9, im not going to grind 3 days to get back my 2.5% straight away.

Ill come back after a month to play again.

This is what GGG want, if you think i will lose 3 days grinding and keep going, that is sadistic lol

After about a month i will forget and come back, im sure their are more like me out there.


Edit: i was about to buy another pack before death, but now ill hold off until i return, if its still available. Thought i would add this because there are monetary consequences to there actions.



P.S

I am a Dog and i will just drop my load and leave on to the next post
Last edited by Krym0r3#7733 on Jul 18, 2025, 12:25:37 AM
Here's the perfect solution:

1. Choose a level you're fine staying at.
2. Play carefully until you reach that level.
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people dont have 200 hours to burn hoping for that 1 passive point for the increase or maybe that gem slot, or the final passive to the build.



Then just ignore those OPTIONAL levels.

YOU are the problem. The problem literally only exists in your head because you are a stubborn perfectionist who can't live with the fact that the last 5 levels are not meant to be reached by most players.
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people dont have 200 hours to burn hoping for that 1 passive point for the increase or maybe that gem slot, or the final passive to the build.



Then just ignore those OPTIONAL levels.

YOU are the problem. The problem literally only exists in your head because you are a stubborn perfectionist who can't live with the fact that the last 5 levels are not meant to be reached by most players.


while i agree with you, i think we need something to chase at late game. at some point your XP bar is the only thing that changes so I can see why ppl fixate on it. I had the most fun in Crucible chasing a tree on a white base bow that i never even crafted after completion. we need something to focus on and currently there isn't much at all
Make XP recoverable where you died. Problem solved. If you have 1 portal then you don't get it back. Only the most stubborn and unreasonable hardcore fanboys don't want this and insist that an imaginary ladder should ultimately determine a core game design
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Make XP recoverable where you died. Problem solved. If you have 1 portal then you don't get it back. Only the most stubborn and unreasonable hardcore fanboys don't want this and insist that an imaginary ladder should ultimately determine a core game design


No, problem not solved. Without EXP loss, too many people would reach 100 too easily. The core game design IS only very few players are supposed to get there.
Last edited by Skollvaldr#5851 on Jul 18, 2025, 3:21:49 PM

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