Please Remove 10% Exp Loss on Death
I have been playing since last December 2018 and think this game is a blast.
The number one issue that I Have with the game is the 10% exp loss on death. It adds absolutely no value to the game and just wastes players time. Clearly GGG is not valuing players time they put into the game by constantly setting us back when we die. I have read most of the arguments as to why to keep it and none of them add any value either. "Shows how good a players build is" or "Shows the players skill at the game" – players play for their own enjoyment, no one care about how gud you think you are "Gives those with better builds or skill an edge over the others" - no one cares, it is a RNG massive loot ARPG "Risk versus reward" - what a joke, it is a grinding RNG loot ARPG The reality of the of exp loss on death is its GGGs way of slowing down the advancement of players. Nothing more and nothing less, so GGG clearly does not care about wasting players time when those of us who are not the best at this game, waste hours regaining the same exp we just lost because of the exp loss on death. The game is already unforgiving as it is and players die at some point no matter what. So why add insult to injury when most content is either limited by six portals or in the case of the delve you lose everything once you die in the delve at the node you are at or the sulfite you spent getting there. The entire reason for Hard Core mode is where skill, builds and risk versus reward truly matters. Anything else outside of HC is nothing more than an annoyance and frustrates players to just rage quit. Stop wasting players time and remove the 10% exp loss on death, it adds absolutely no value to the game. It’s a twenty-year-old out of date mechanic that nobody uses anymore. Last bumped on Sep 30, 2020, 1:31:31 AM
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yep, risk and reward is a bit off with 10% xp loss.
they should replace the xp loss on death with some permadeath areas in softcore which are substantially more rewarding and remove hardcore league. age and treachery will triumph over youth and skill!
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Losing XP is frustrating but it serves a meaningful purpose. Without that penalty there would be no purpose in taking HP nodes at all. A death penalty requires you to balance offense and defense as you make your build when otherwise it could just be pure offense.
The game is already fast enough as it is, thanks, without everyone getting to free up an extra 50-ish skill points that otherwise go into defenses for avoiding deaths. Reaching the high-90s or level 100 should indicate some amount of talent at the game and a meaningfully well-designed built, not just hours played. |
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Nope you need to be able to fail like I don't think most of you understand ''WHYYYYYYYYYYYYYYYYYYY'' you need to be able to fail so you can improve yourself and such than some of you are like I DIED BY LAG / DCS :_; NOT MY FAULT! Oh jee is it all the time?
Dys an sohm Rohs an kyn Sahl djahs afah Mah morn narr Last edited by Coconutdoggy#1805 on Nov 11, 2019, 6:32:33 PM
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high quality bait
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"Wrong. "Wrong. "Wrong. You've ignored all of the arguments because you think you know this game better than thousands of other players who have played it for years. Which is also wrong. "Wrong. "Wrong. "And it has risk vs reward. "Wrong. "Wrong. GGG care about wasting players time in case of character's death and this is the exact reason why death XP penalty exists. "Wrong. At least, some players may start paying attention to their rage-management issues :) "Wrong. "Wrong. It is ARPG-specific mechanics and there is no other solid ARPG except PoE at the moment. -- Death XP penalty is a punishment, and it teaches you that your character is not good enough. retired from forum because of censorship and discrimination
(also poe2 bad) |
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My proposal - Loose XP only once per map, not once per portal - is still reasonable!
And adding more meaningful defense options into the game, other than "speed" and "more damage" would be also nice. I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. |
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My proposal - gain XP from idling in hideout. That way I can gain reach level 100 by AFKing and without all that frustration from clicking on monsters.
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" [urlhttps://www.youtube.com/watch?v=ea6UuRTjkKs]Is this really the best way of teaching a player what that player is doing wrong?[/url] I'll add that, while probably useful during the mod-levelling period, the only effect the penalty has afterwards is determining a player's level cap (basically, at what point the player decides the effort spent trying to level up despite the penalty is not worth it, so he/she would rather drop levelling up altogether, thus not be affected by the penalty anymore). Basically, at that point, it's just there to stroke a minority's ego while immensely frustrating another. I am of the minority that it frustrates, so I decided to drop the game, but I would love to see it reworked to something both more effective at its roles at all times, and less frustrating at the very high level part of the game. |
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What do you want instead, then? There has to be a penalty to dying. If no XP is lost (or only little), then people with bad builds will reach high levels and lose interest in the game. I have played SC characters that haven't died a single time. It's my reward for being an experienced player and making the right decisions for my character. I won't be heading into the deadliest of maps unprepared.
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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