Make Leveling from 96 to 100 more meaningful-Add some small additional reward/motivation

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Sakanabi#6664 wrote:
Bro, you are very good at being exhausting and that's probably your strategy, OK. Your argument about "lvl 90 being enough" is completely right - that's when I always stop when theorycrafting any build. If your build is not online by lvl 90 then it sucks probably. I don't care about any numbers which basically prove nothing. There's zero reasons to give players more motivation with more skill points per level because what you should care about at that level is gear not skill points. They just exist as a small reward for people who want to push beyond lvl 95. Also give players more skill points for those last 4-5 levels and they will start to cry about XP req being too high and that it must be lowered because "gAmE DoEs NOt rESpeCt mY TimE".

Yes, it takes alot od time to get any level past 95. Insane amount of time to be precise. But all levels before that at least to lvl 90 are gained pretty quickly and those levels matter the most. So to me the whole leveling system look kinda balanced. But if GGG ever introduces more skill points for last five levels they also should balance that with increasing XP req for those levels even more or increasing XP penalty on death to something like 20%.


[Removed by Support Ayelen_GGG#0000 on Mar 1, 2026, 11:15:53 PM]
I made a little chart to translate the penalty into something readable.

Here's the chart
Spoiler


What it shows, in plain numbers, for a level 80 area (roughly a lightly juiced T15)

- At level 96 you get 34.18% of the XP
- At level 97 you get 26.54%
- At level 98 you get 20.70%
- At level 99 you get 16.28%

So as you level up, two things happen at once
- The next level costs more XP
- Your XP gain rate gets kneecapped harder

And yes, map area level matters a lot up here. If T16 is around area level 81 and a more juiced version lands you around 82, then the difference between 80 and 82 is massive, not "barely noticeable"

- 34% vs 56%
- 26.5% vs 44.5%
- 20.7% vs 34.67%

So yeah, things change a lot at higher levels.

I'm aware why the penalty exists. Without it, people would spam lower-tier content for efficient XP with less risk. Totally fair.

What I'm suggesting is simpler and aimed at the top end. Once you're in endgame map territory (say area level 79+/T15+), the experience penalty shouldn't keep ramping like this. Keep the anti-cheese for low-level zones, but stop turning endgame leveling into molasses on top of a bigger XP bill.
Last edited by Jyrlep#4788 on Mar 1, 2026, 11:46:49 PM
Maybe higher Omen drop chances for XP loss mitigation would be nice. Or more options for something like that.

I wonder what % of players there are that have a lvl 100 character in POE2, It has to be an extreme minority of people.
Last edited by TwitchGLHFsport#2155 on Mar 1, 2026, 4:50:48 PM
Spoiler
"
Jyrlep#4788 wrote:
"
Sakanabi#6664 wrote:
Bro, you are very good at being exhausting and that's probably your strategy, OK. Your argument about "lvl 90 being enough" is completely right - that's when I always stop when theorycrafting any build. If your build is not online by lvl 90 then it sucks probably. I don't care about any numbers which basically prove nothing. There's zero reasons to give players more motivation with more skill points per level because what you should care about at that level is gear not skill points. They just exist as a small reward for people who want to push beyond lvl 95. Also give players more skill points for those last 4-5 levels and they will start to cry about XP req being too high and that it must be lowered because "gAmE DoEs NOt rESpeCt mY TimE".

Yes, it takes alot od time to get any level past 95. Insane amount of time to be precise. But all levels before that at least to lvl 90 are gained pretty quickly and those levels matter the most. So to me the whole leveling system look kinda balanced. But if GGG ever introduces more skill points for last five levels they also should balance that with increasing XP req for those levels even more or increasing XP penalty on death to something like 20%.


Well, since 6th grade math seems to be a boss fight for you, I made a little chart to translate the penalty into something readable.

Here's the chart
Spoiler


What it shows, in plain numbers, for a level 80 area (roughly a lightly juiced T15)

- At level 96 you get 34.18% of the XP
- At level 97 you get 26.54%
- At level 98 you get 20.70%
- At level 99 you get 16.28%

So as you level up, two things happen at once
- The next level costs more XP
- Your XP gain rate gets kneecapped harder

And yes, map area level matters a lot up here. If T16 is around area level 81 and a more juiced version lands you around 82, then the difference between 80 and 82 is massive, not "barely noticeable"

- 34% vs 56%
- 26.5% vs 44.5%
- 20.7% vs 34.67%

So yeah, things change a lot at higher levels.

I'm aware why the penalty exists. Without it, people would spam lower-tier content for efficient XP with less risk. Totally fair.

What I'm suggesting is simpler and aimed at the top end. Once you're in endgame map territory (say area level 79+/T15+), the experience penalty shouldn't keep ramping like this. Keep the anti-cheese for low-level zones, but stop turning endgame leveling into molasses on top of a bigger XP bill.


I'm not sure if I understand you correctly but now you are proposing that getting lvls 95+ should be faster?
We need extra rewards for levels 95-100. It doesn't matter if it comes as a motivation or not. Some currencies are very very rare and 80% of players would never have opportunity to use them. I suggest add these currencies as reward in higher levels if you respect players time and effort.
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Jyrlep#4788 wrote:

In its current state, the game doesn't motivate players to push further. It actively discourages it, and the reward doesn't scale with the achievement.


I'll admit I've been surprised to see the pushback at my suggestion because it's really just as simple as you stated here. There's an obvious imbalance with risk/effort and reward for going from 96 to 100.

It feels like there's a bit of incongruence in the arguments from people opposing any kind of additional reward at all too. There's an overt or tacit admission that the current experience isn't fun, and is for many builds totally unnecessary, but then immediate pushback at the idea of adding further incentive or doing anything to correct it. Seems like some people are just afraid of feeling somehow uncontrollably compelled to do the 96 to 100 slog if it were somehow to be more rewarding? But that in itself is further evidence of just how bad the current implementation is.

The idea that the flex is a reward is kinda garbage imo too. Who are people flexing for? Did someone get a hot date by being in the first dozen to 100? I prefer functional meaningful rewards.

The argument that it's going to put further distance between hardcore and casual players has a touch of irony in it too when its coming from anyone who is probably gleefully exploiting the temple to get themselves 1000 times the currency of every casual player too.

Anyway, I've stopped leveling at 98, feel kind of dumb and like I've been had for even tiptoeing my way painfully through 97. Back to having fun just playing recklessly. I could get 4% more dps maybe going to 100, but that won't make my character any better, and I'm pretty sure there's no flex value in that. Not like there's gonna be a report on the local news that I broke into the top 20 on POE Ninja dps ladder for my ascendency...

I'm pretty sure most of the pushback is a simple, stupid reason: fear of level 100 losing its "value".

Some people already did the full Everest climb in flip-flops, so when anyone suggests making the last stretch less miserable, the response is basically "but when I was younger we had to walk uphill both ways". It's not really an argument, it's trauma bonding with the XP bar.

The problem people keep dancing around is cost vs value.

From 90+ (and especially 95+), the COST of each passive point goes up hard, while the VALUE stays flat at "one passive point". Same product, wildly different price tag. That's the mismatch.

There are a few straightforward ways to fix it:
* Lock max passive points at level 90 (and make 90-100 purely prestige).
* Give more passive points per level at 90+ (if you're going to charge premium prices, at least give more than crumbs).
* Reduce or remove the experience penalty in true endgame maps (T15+ / area level 79+), while keeping the anti-cheese penalty for low-tier zones.

Any one of those moves the system back toward balance. Either reduce COST, increase VALUE, or stop doing both "more XP required" plus "less XP earned" at the same time.

For context, I'm level 97 and still pushing, but I'm a casual. At this rate I'll hit 100 around the time 1.0 ships and we're all playing PoE3. The reward is ridiculous - a few more passive points and a "flex badge" that nobody notices unless they hover your character like they're inspecting produce at a supermarket.

And yes, those points matter. For me it's about 2% DPS per point. It's real power. The issue is the minutes/hours/days it costs at 95+ just isn't remotely proportional.

To the question "are you proposing that 95+ should be faster?"
I'm proposing balance. Either give more reward, or lower the requirement. Lowering XP requirement (or easing the endgame penalty) reduces COST while VALUE stays the same, which still fixes the mismatch. Increasing rewards increases VALUE instead. Pick your poison, but right now the game picks both poisons and serves them in a single cup.

On the Omen / XP-loss mitigation idea - more options there is fine, but I don't think the answer is handing out tradable currency rewards for leveling. That just turns into inflation fuel for farmers and bots, and the VALUE evaporates anyway. If there is a reward, it should be character-bound (not even account-bound), otherwise it becomes another economy minigame and we're right back to "same reward, different kind of pain".
Except theres no cycle of reset for everest


What an odd comparison to make



I feel like the OP doesnt even run effectiveness or dies regularly with what they have to say about 95 as even getting to 97 now is super quick.
Mash the clean
There were some interesting takes in the comments for this.

I agree that after lvl 90, I really don't care about leveling much more.

Especially when I can just get 1 shot by an Ice monkey boss, for dodging a fraction of a second too late, while someone walked past my doorbell camera, making my latency go up to 200ms in that exact moment, because Amazon was delivering my Minoxidil for men, that I use for this exact reason. (jk)

The XP loss is tremendous, It shouldn't be such a year long goal to reach lvl 100 imo.

Maybe the least they could do is create an achievement for reaching those levels. Am I proud of that Achievement? no It's kind of embarrassing.

I just want more XP loss mitigation options besides 1 rare omen after reaching that level. For gods sake let me get lvl 100 within this lifetime.
Last edited by TwitchGLHFsport#2155 on Mar 2, 2026, 2:07:23 AM
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Skutz123#5377 wrote:
Not like there's gonna be a report on the local news that I broke into the top 20 on POE Ninja dps ladder for my ascendency...


This is the ladder, nothing to do with poe ninja:

https://pathofexile2.com/ladders

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Jyrlep#4788 wrote:
Some people already did the full Everest climb in flip-flops, so when anyone suggests making the last stretch less miserable, the response is basically "but when I was younger we had to walk uphill both ways". It's not really an argument, it's trauma bonding with the XP bar.


I have never got lvl 100 yet and i think your proposition is bad and should never happen. You must have personal bias.

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Skutz123#5377 wrote:
The idea that the flex is a reward is kinda garbage imo too. Who are people flexing for? Did someone get a hot date by being in the first dozen to 100?


For the same reason some do speedrun in games, for the same reason official competition exist in E-sport in many games?
For the same reason someone make a marathon in him village for the annual party and want to win?
For fun?

You can rewatch the devs interviews, there as been quite a few since release. You will quickly understand that what you ask is basicly never happening, because the devs know it would be a very bad idea that go against the type of game they are developing.
SSF player
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I feel like the OP doesn't even run effectiveness or dies regularly with what they have to say about 95 as even getting to 97 now is super quick.


The OP plays off-meta because it's more fun to do my own builds (a pretty good one if I say so myself that handles everything in single player comically easily) and the OP does not leech or group to get exp and didn't do any serious temple building till about 90.

Died about 40 times on the way to 98, probably half of those lag deaths.

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