Please Remove 10% Exp Loss on Death
" i havent skiped the last pages it was explained why "you dont lose exp instead you gain less for xxx time" is even worse than the current dp i can repeat it if you want .... the gain less has an even bigger incentive to not play after a death than instantly losing those 10% and it means that you always will reach lvl 100,so it would "devalue" lvl 100 even more atm lvl 100 is a endurance+skill test the "more" skill you have the less endurance you need,because you "exclude" less content if any content at all there needs to be punishment for dieing or the game is boring for most ppl the "right" amount of punishment is the problem. i.e. for me hc is too timeconsuming,because im make way to many mistakes in poe,sc seems to be to "light" with its punishment (i wish you could delevel,but this is kinda complaicated to implement and not for the taste of the majority) |
![]() |
" OK, you didn't skip them, you just didn't understand them. At least you understood the first part, with the incentive to stop. The second part is complete nonsese as that suggestion would make reaching 100 harder, not easier. Because you never have the "just dinged a level, can't lose 10% now" effect. But nice try, 50:50 on a single one of the many points of the last x pages is better than nothing :) May your maps be bountiful, exile
|
![]() |
" read again you got it wrong |
![]() |
" maybe i´m not good explaining things,but you are missing a verry important point yes you can die "free" when you are at 0% of a level ,with the "gain less or no exp till point x" however you will aways earn safe progress as long as you leave that "no exp" phase when you reach the point where the dp matter the safe spots are extremly rare or when you already lost exp the gain less option is always at a safe spot as long as you are able to atleast clear the gain less phase for atleast 1 monster |
![]() |
Sorry m8, but that makes no sense. I assume it's because E is not your native language (mine neither, no judgement intended).
Right now, you don't always lose 10%. With the proposal you do always lose 10%. It really is that simple. May your maps be bountiful, exile
|
![]() |
lolz. months later, check this subforum... same topic, same thread, same fallacies.
the game's so easy that i stopped playing entirely, and yet... the same complaints, despite ~4 cases of power creep/year, for like 7 years now. see you in ~6 months, i guess. or not. [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
![]() |
" Of course it can be improved. Nothing is perfect. I'm going to be honest here, I haven't read the latest 2-3 pages. As a 'defender' of the penalty, I think it's important to look at reasoning behind the penalty when we discuss an alternative/rework. And what is that? - Reason to balance defenses/offenses - Reason to think about defense at all - Reason to fear death/wanting to avoid death - Push you to do your best - A consequence for making mistakes/playing badly - Care about your build/character - Making content (indirectly) more scary/difficult I've read some suggestions in here that really show a lack of understanding as to why we have the penalty at all. Now, when that's out of the way: I still love the Diablo 2 way. You lose XP, but you also get a chance to retrieve some of it, by facing what killed you. If I remember correctly, you also had to retrieve your gear, but that's beside the point. This gives you a chance to make the loss smaller by taking a risk, trying again. I like that. I really don't think we have to make it more difficult than that. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
|
![]() |
" such a precious comment, lets pin this one up! |
![]() |
" Let's address those "mythical" points in the defense of the current death EXP penalty: 1) Having a death EXP penalty is a reason to balance defense/offense - sure, but you can actually SKIP entirely this point if you lean in the OFFENSE = BEST DEFENSE camp and you go with the forced meta BOTW 2) Death EXP penalty is the reason to think about defense at all - sure, if you actually FORGET that even with no death EXP penalty, you could enjoy the static loss of progress - 1 shot at "Labyrinth" = exactly that, and in a funny way, they implemented that in creating the Hardcore leagues 3) Death EXP penalty is the reason to fear death/wanting to avoid death - of course, or it wouldn't be a "penalty", but that doesn't make the current implementation the "best" option, just the option that was used and "stuck" with the game 4) Push you to do your best - here is the crux of the death EXP penalty conundrum: IN IT'S CURRENT IMPLEMENTATION, DEATH EXP PENALTY DOESN'T PUSHES ANYONE TO THEIR BEST... Due to getting 0% death EXP penalty as soon as you level, you get the level 100 status TOO EASILY to have the death EXP penalty as more than an ARTIFICIAL SEPARATOR regarding "paths of least resistance taken" - 13 hours to get to 100 via the "sanctioned cheats", instead of actually make that via PROPERLY REWARDING DIFFICULT END GAME CONTENT, makes PoE the perpetual "joke" regarding both progression and danger/reward balance... How many of the players reached level 100 via only end game encounters? Why do we have to play 5 way emblem fights instead of Simulacrums to "fast track" to 100? Why are TencentGGG so bad at properly balancing PoE and used death EXP penalty in it's current implementation as an "out", instead of actually addressing the problem? Why do they fear having confidence in their content, and don't provide proper EXP gains for properly difficult content? I'm more stubborn than the average players, yet even I reached 100 on my main character by simply saying enough is enough, and after grinding enough EXP to level 2.3 times to 100 from 99, I chose to "fast track" the missing 70% EXP via Beachheads (due to proper investment/returns and safety being priceless). Up until then I RAN ALL END GAME encounters that were manageable on my dual wielding non-DoT scaling RT melee - and that made me improve more than the "dreaded 10% death EXP penalty" ever did... 5) Death EXP penalty as a consequence of making mistakes/playing badly should be the saving grace of having the current implementation as it is, yet due to various technical problems, wanting to add "moar GFX because reasons", pigeon holing everyone towards the forced meta OR bust item/mechanics/skills and/or interactions, beside introducing "sanctioned cheats" to fast track progression the easy way - death EXP penalty truly matters only at >95, for everything else is entirely redundant... 6) Making you care about build/character - that is a so-so impact, due to players becoming invested in their characters only if they enjoy themselves, and while many would like to be the "perfect gods" of PoE, the reality makes the death EXP penalty surprisingly hollow. You can't become invested when the first 90 levels death EXP penalty is less than a slap on the wrist - heck, we have 0 death EXP penalty before the first Kitava fight, "much hardcore, much wow" /s - and then suddenly it starts to matter for the last few levels artificially walled... 7) The death EXP penalty makes content (indirectly) more scary/difficult - of course it does, yet you're too easily provided with means to annul this precious purpose of the death EXP penalty (all the "paths of least resistance" explained above) I still think the real problem is the way death EXP penalty AND the gain EXP penalty work to artificially wall the last few levels, and that TencentGGG were so "kind" to offer "sanctioned cheats" to fast track progression "because reasons"... Getting level 100 is such a hollow "achievement" in the current conditions, than it could actually become... PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...
Good to know "free speech" doesn't apply in any form or manner on the forums these days... |
![]() |
" Excellent post, I just wanted to emphasis your point 5. I mean people can quibble over maybe it starts mattering a little bit after level 90, depending on the build but it doesn't truly matter much until after level 94/95. That means high level to mid level maps. It is totally insignificant while leveling through the story line. What happens after level 95? An insignificant number of passive skill tree points is all and the level 100 chase goal. Is that even worth arguing about? I mean I agree with sofocle10000 that the game could be improved if GGG made a more sensible death penalty. But GGG loves this level 100 chase goal or at least thinks it improves their game more than it detracts from the game or hurts retention. I disagree with them but I doubt if they are going to change it. Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
|
![]() |