Please Remove 10% Exp Loss on Death
Remove the penalty but make it take 5 times longer to reach lvl100.
Then give a 10% experience boost up to 100% max for each level achieved without any death. Lose all xp boost if you die. Noobs will still get punished and it will take longer for people to reach lvl100. You need 10 levels in a row without deaths to double xp rate and a death will remove it. This will probably improve player retention as people don't like to go backwards when they spend a few hours playing. Noobs can still grind away and aim for lvl100, which they will probably never reach as it would take 1000+ hours for them, but at least they won't quit. This way still rewards players for building defensively and it could enable a new strat for racers. If they die and lose their xp boost, they can try and switch to full glass cannon to kill faster to try and keep up with the other racers who didn't die. I usually just play one or two characters per league and as soon as I have a death, I just insta-quit and uninstall POE until the next league or the one after. I've been doing this for the last few years and GGG probably could see the logs where I don't come back for months each time after a death. If I didn't lose experience and go backwards for dying, I'd probably stick around even after a character dies. Last edited by SaiyanZ#3112 on Nov 15, 2019, 1:07:32 PM
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" It's kinda funny how the community comes up with much more/better reasons for the death penalty than the actual developer. His reasoning bascially boils down to "We always had it". |
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" It's very pleasant to see that PoE treats WoW players the same way as Eve Online does Nothing tastes better than the tears of a dirty WoW casual who want all games to look like their favorite children's sandboxes from Activision Last edited by Tyralion1488#3021 on Nov 15, 2019, 2:38:01 PM
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" I play many different games, not just WOW or POE. POE is good game but only without xp loss on death or they should fix the game performance. As i see the company isnt capable to fix their servers so its very vierd to me that you have death penalty but sometimes game just freezes. The death penalty is so old system that it should be removed, and all those excuses from developer that it has been here since beginning, its typical old school company leader who says " we have done so 15 years, why we should change something". Can you imagine some popular companies do same with their product, liek I phone, like BMW, where they would be id they do all thing like they do when they started. Its happens soon, when some game company comes out something similair like POE but much more smooth and playerfriendly. |
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" Let's use that nonsensical silly argument with ... let's say WOW. "WOW is so old game that it should be removed" see ? I can do it too. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Without xp loss on death (or something else equivalently detrimental to progression) there would be no incentive in softcore to play anything but the most glassy of glass cannons to the total exclusion of all else.
You can make the argument that you want the type of game that is created in that scenario, but that game is not PoE. Saying that the death penalty performs no function is non-sequitur; it performs the function of shaping the scope of builds in a fashion that the developers want for their game. That is to say, GGG wants you to have to invest in defenses to at least some degree, and death penalty is one of the ways in which they enforce that. You can ignore them and try to "beat the system", but more often than not it will cost you. This is better than simply enforcing that you must spend x points on defensive nodes, for example, or something more arbitrary. It allows you as the player to exert agency and build a character that suits your own capabilities in the context of the game's difficulty. You can swing the pendulum more defensively or offensively to suit your needs, but every player will at some point tip off the equilibrium where your defenses are too low for your capabilities in the context of the content you are facing, and the game will feed this back to you by halting your progress. Last edited by Pathological#1188 on Nov 15, 2019, 11:37:37 PM
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Don't remove it or everyone will reach 100 eventually, thus making it irrelevant as an achievement.
Every time I die on level 98 or 99 I rage quit for a while but then I'm back at it eventually and once I reach 99 and/or 100 it feels all the better. “Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens My QoL List: https://www.pathofexile.com/forum/view-thread/3279646 |
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just change xp loss based on your latency. if you die to some server bullshit you get less loss than if you die to just failing.
i personally don't mind loosing 10% for things i know i could do better, but loosing 10% to "i just did stand still and then teleported back" is kind of bullshit. |
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" They just need to balance the game so that proper defenses are required to survive higher tier maps and then adjust the XP loss to a more reasonable amount i.e. no longer destroying the work of many hours in higher levels. |
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I totally agree with removing 10% exp lost upon death.
It's really discouraging to play on if you keep going backwards. Losing 10% exp at above Lvl 90 is very painful due to the amount of grind needed to recover that 10% exp loss. Furthermore, it discourage players from trying playing other harder side content such as Syndicate or Legions, etc as there are one shot mechanics from these bosses. There is already HC mode and also private leagues which add further challenges to the game already. Can GGG consider having a private league mod which does not incur exp penalty upon death? Would gladly pay for such a private league. This is the main reason I don't buy any more support packs unless GGG remove the death penalty. If GGG does remove the death penalty, I would gladly spend at least 15 bucks a month to support. |
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