Please Remove 10% Exp Loss on Death

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Raxsyn wrote:
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 It’s a twenty-year-old out of date mechanic that nobody uses anymore.



The main issue is things that can instant kill us even if our build is designed to survive, that were my grievous is. Some things in game shouldnt be in it, the damage it does is just a troll.
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Baharoth15 wrote:
Gear and stats alone won't make you immortal in this game. Knowledge does.


Of this we completely agree.

On topic: I think all agree that it needs to have a way to make death have a downside, a very good downside, to prevent people from simply playing reckless and reward skilled players. Some people (including me) just think losing exp is not the best way.
"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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benDammit wrote:
...
We softcore plebs have to look at ourselves and learn how to play this game. Slow down, learn and progress. Also: avoid stuff, reroll maps for less quant but without stacking rippy mods. Then you can level to 100. If you alch and go and then 'yolo' every map, open legions which stack insane auras with rippy map mods, you will die...

While I agree with most of what you wrote, this paragraph is pure horror to me. "Avoid stuff" in my mind translates to "don't do cool stuff".
Sure, if you want to level past 95, that's what you have to do, but that really sucks. It's in the rippy maps where each instance has several close calls that I have the most fun. And that's what matters most.
And yes, partly it's so much fun because dying has a harsh penalty and you really, really try not to. I just think XP loss is a bad+lazy penalty, but we've been over that...

/E: changed to I, it's my idea of fun after all, ymmv
May your maps be bountiful, exile
Last edited by SisterBlister#7589 on Aug 29, 2020, 1:47:52 AM
I also think the 10% EXP loss is not up to date anymore.
Hope its gets removed in POE 2.
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MasterLoki666 wrote:
I also think the 10% EXP loss is not up to date anymore.
Hope its gets removed in POE 2.


Nope/
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
"
drklrd wrote:
"
SisterBlister wrote:
"Avoid stuff" in my mind translates to "don't do cool stuff".
Sure, if you want to level past 95, that's what you have to do, but that really sucks. It's in the rippy maps where each instance has several close calls that I have the most fun. And that's what matters most.


It's exiting because you have something to lose, so being with close calls, make you go "OMG I survived that and didn't lose 10% EXP"


Most of what people are writing in here are for me reasons why the exp penalty should stay in.

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It adds absolutely no value to the game and just wastes players time.

I guess you skipped my last paragraph in that post. We agree on the goal, just not on the means.

Basically: If the penalty is too annoying, then it's not worth playing rippy stuff and risking it. Of course, it's a gradient and everyone has a different sweet spot of "punishing enough to make it exciting, not annoying enough to stop risking it". I just believe the 10% XP to be ineffective before level ~75 and too annoying from ~90 (plus gone at 100 or just after dinging a level), so it has a lousy range during which it feels right to me.
Further up I suggested different penalties which would probably fulfill the role in a wider range of levels.
May your maps be bountiful, exile
"
drklrd wrote:

"
It adds absolutely no value to the game and just wastes players time.


Yes. That's the point of a game. To waste time.


Most certainly not.
Sleeping is much better for that, and healthier. A game is for filling time with fun (which for most includes some amount of challenge), wasting time is just its annoying side effect.

Wasting time sitting around on a meadow is at least a way for your brain to wind down and do some background processing of things. In a game, that doesn't happen. So if a game is no fun, it is the worst possible way to waste your time.
May your maps be bountiful, exile
"An finally, it is an incentive to actually stop playing at that point. If you just lost the XP, you are annoyed and a few people even rage quit (for a while at least). But there are probably more people thinking "Damn. OK, time to get back into it and reclaim that XP". With the stop to future progression, people could easily end up at "My next few hours will anyway be wasted, so why bother?". This means that you feel punished for the next hours instead of for one super annoying instant. Definitely more than -1"

uh...if i have to refarm the 10% loss one way or the other...i dont care.
only thing is: I dont have to fear for the rest of my xp bar while refarming it which takes a lot of frustration away.


"Yes. That's the point of a game. To waste time. "
the point is to have fun, not to get frustrated

but hey its just a theory!
a gaaaaaame theory....


I mean c'mon, let us all be fair for a second.

To all players who have indeed cleared all content ingame (myself included), please specify how costly on average u invested in your character and gear. Seriously, denying stats and gear over skill is just ignorance. Same goes for "last 10 points will hardly make a difference on your build" type of argument. Of course it does... That is not to say that you can play this game blindfolded, sure you need to dodge and make right decisions but faceplanting endbosses or turning them into a pulp under 30 seconds has nothing to do with skill.

Those are the builds that captivate followers, get videos online and present the game, explore mechanics, get OP sometimes. And that's fine by me. However, the game needs a smooth transition from introduction to endgame, for newcomers. Builds are a daunting challenge already, atlas, mining and craft as well. And since this game is not by all means a typical MMORPG, plus you soon realize you will be playing alone 99% of the time, players need to search&find info outside the game. That, on its own, can demotivate continuity.

If you add obstacles like death penatly, you're punishing players that already made an effort to stay and accept this huge learning curve ingame, to become bored and simply google something else to play. Some maybe ok with this, but i advise strongly against it. You see, this game as for all others, will only continue if people play it. The more, the better. It needs to adapt and think on the long term, however older players like myself or more POE purists may think.

"
Gallatus wrote:
I mean c'mon, let us all be fair for a second.

To all players who have indeed cleared all content ingame (myself included), please specify how costly on average u invested in your character and gear. Seriously, denying stats and gear over skill is just ignorance. Same goes for "last 10 points will hardly make a difference on your build" type of argument. Of course it does... That is not to say that you can play this game blindfolded, sure you need to dodge and make right decisions but faceplanting endbosses or turning them into a pulp under 30 seconds has nothing to do with skill.

Those are the builds that captivate followers, get videos online and present the game, explore mechanics, get OP sometimes. And that's fine by me. However, the game needs a smooth transition from introduction to endgame, for newcomers. Builds are a daunting challenge already, atlas, mining and craft as well. And since this game is not by all means a typical MMORPG, plus you soon realize you will be playing alone 99% of the time, players need to search&find info outside the game. That, on its own, can demotivate continuity.

If you add obstacles like death penatly, you're punishing players that already made an effort to stay and accept this huge learning curve ingame, to become bored and simply google something else to play. Some maybe ok with this, but i advise strongly against it. You see, this game as for all others, will only continue if people play it. The more, the better. It needs to adapt and think on the long term, however older players like myself or more POE purists may think.


I have achieved level 100 in SSF and level 90 in HC-SSF (in between seasons, on-going project), pushed many characters beyond 95+ etc.

If you want to do all content in the game and not lose xp, play a good build and play it well. That's all. Pushed my level 100 character from start to finish in 3 weeks.

While I am no average PoE player, knowing the XP lingers behind every corner means I have to take precautions if I don't want to lose progress. Removing that obstacle would remove much of the game's challenge and make it really really dull.

In essence, many people - some experienced veterans, but mostly newer or more casual players - want it gone, but none provide a solid solution that would satisfy everyone.

The opposite of knowledge is not illiteracy, but the illusion of knowledge.

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