Please Remove 10% Exp Loss on Death
" WRONG, it adds no value in a RNG loot ARPG where there is zero risk versus reward and since mostly everyone plays solo, no one cares what you can or can not do. Its about my time playing the game and if I have to constantly regain EXP that I have lost because of death, then that is wasting my time. Death comes in many forms: - Lag - De-syncing - Poor game tuning - Poor game mechanics - Poor encounter design - Poor Class/Abilities balance Above is the majority of the reason I die and has nothing to do with the game GGG could have a much larger population, but mechanics like this are holding it back. Because once a player EARNS the exp or anything for that matter, you NEVER take it away, that is not good game design and easily drives players away. The game is about experimenting with the classes and passive tree to see what kind of wild builds that you can come up with. Only elitist tool-bags think the game is all about them and how great they think they are. No one cares and it is about my game experience and not be being forced to play your game experience. You want the challenge of risk versus reward and meaningful skills/builds then go play HC that is what it is there for. Last edited by Raxsyn#3615 on Nov 12, 2019, 12:29:05 PM
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" There is nothing that needs to be done, because the game is already unforgiving (which is a good thing), there 6 portals that gate almost all endgame content so there is a penalty and when delving you lose all expended suphite when you die in route and if you die at or near the node all items on the ground are lost as well so there is more penalties. " There is already plenty of penalties in the game as described above. " No true, the entire point of the game is to have tons or replay-ability through the passive tree and different classes. It also take a long time for different players to get to 100 because not everyone is zoom zoom kill builds. There is an entire population GGG is missing out on because they keep the game designed for the elitist few. If someone just plays up one character and is done, then they will do that anyways with or without the exp loss. The exp loss is hurting the game because it drive away players that do not want their time wasted after already earning the exp. " Good for you not everyone is a gud or elitist as you and that clearly show my point that there is a huge population GGG is missing out on because your mind set seems to be what GGG has and they clearly can not see what they are missing. Players that are not as great as you will just get frustrated and quit, hence GGGs quagmire. |
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" I don't know. In PoE's current state none of the things that came into mind are viable. Maybe since everything in PoE is stanced the current exp could be snapshoted at the begining of the instance. If you fail it (death, DC, etc) you lose every exp you got so far. You only gain the exp of that instance if you complete it successfully (kill the boss, finish Delve, etc). This way you would not be losing, but not earning. "There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds."
"The best items in the game should not be crafted, they should be TRADED." - Cent, GGG |
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" Why must there be additional penalties on death when the game already has them. All end game content is limited by six portals. If you cannot complete it within six, then you lose out on the rewards. When you delve, you lose the sulphite getting to a node on death and when you clear a node and die, you lose access to all the reward that are there. There is already penalties in the game that are complementary and do not take something away after you already earned it. The exp loss on death does just that and that wastes players time and frustrates them to the point of rage quitting. Exp loss on death is over a twenty-year-old game mechanic that no one uses for the specific reason of not driving away an entire part of what could be their player player base. Only GGG has not figured out that a destructive game mechanic is not good for business. I would wager their player base could be much larger without it. Last edited by Raxsyn#3615 on Nov 12, 2019, 12:18:16 PM
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" 1.) durability loss on equipment with repair costs (slows players down) 2.) They could have a on death debuff exp reducer. It could last an hour long and its 10% on each death up to a max of 50%. This way you are not taking anything away from the players and still achieves the same goal. Yes players could out wait the debuff, but the entire point is to slow players down (slows players down) 3.) They could reduce the number of portal from 6 to 4 to make it more challenging to achieve rewards on death. (slows players down) 4.) There is no need for a death penalty because the only arguments I see for it are egos. Plus this only benefits GGG by slowing players down. The grind to 100 is long enough without the exp on death loss. There is also plenty of penalties in the game already without the exp loss on death. The issue is you all keep thinking that there is some kind of achievement for not dying by having great builds or skill and there is some truth to that. But have no mistake about it the entire reason GGG is using exp loss on death is to SLOW players down and keep them playing. Nothing more nothing less. But there is the side effect that they clearly did not calculate and that it dives players away. EXP loss on death adds no value to the game and does nothing more than frustrates players. So I gave them ideas, as you suggested. Last edited by Raxsyn#3615 on Nov 12, 2019, 12:34:56 PM
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" My ultimate suggestion is to remove it all together because only the elitist few think that everyone is constantly worshiping them because how great they are when no one cares. The only one this benefits from exp loss on death is GGG because it slows players down and they think keeps them playing when it frustrates players and they just quit. It is their own fault they do not have larger player base, because they keep using an out-of-date mechanic that players hate. Last edited by Raxsyn#3615 on Nov 12, 2019, 12:16:15 PM
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I get and understand the frustration on both sides of the argument. However, GGG is a great game designer and in my opinion they could do way better. I am sure they could figure out a better mechanic that would work and stop relying on this out-dated exp loss on death that is the easy way out.
Out of this entire game this is the one mechanic that I have the most problem with and I think it is hold GGG back. Last edited by Raxsyn#3615 on Nov 12, 2019, 12:32:28 PM
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" Actually that is not a bad idea either, players are complaining no one is offering any ideas and you have a good one. GGG could allow players to gain double exp buff while offline or in the hideout up to the current level or two levels. This would help off set the exp loss on death. I still do not think it solve the problem and does not help GGG slow down player progression, but a good idea. |
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" If no one cares, why do you care about continuing to level? Why do you even need to gain XP? You could just grind for loot and who cares if you get stuck at level 92 or whatever from dying every now and then... |
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" Not a bad idea, but isn't that just HC in a nut shell? With the exp loss on death they should just get rid of all the other modes of game play and just have HC, because the exp loss on death is basically that. |
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