Please Remove 10% Exp Loss on Death

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Raxsyn wrote:


"Risk versus reward" - what a joke, it is a grinding RNG loot ARPG



The fear of dying is an essential mechanic that increases the core aRPG experience. This goes beyond just "RNG loot".
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Last edited by girng#7675 on Nov 14, 2019, 4:56:35 AM
There's a great falacy in all of this exp loss discussion:

"Exp loss needs to exist to show your build is bad. If you are good you'll never die"

And a few elitist whiteknights come on this foruns shouting "look I'm level 100 I'm good! You must suck!!" to justify exp loss. Can't be more wrong.

"But hey! Look at my profile!". Even if that is possible (the majority have hidden chars/achievements) that still proofs nothing.

Getting to level 100 doesn't proof you are good. It only proofs that you are good AT LEVELING, not your build is good nor that exp loss is needed.

You still can make a very bad build and buy your way to level 100. There are plenty of people offering leech, rotas, purestones, etc. Also you can run safe content all the time if you have time to run hundreds of white maps.

So if anyone here justify that "exp loss is needed because you suck and level 100 must be hard to achieve GG Git gud look at me I'm a GOD!!" just ignore those retard trolls.

IMHO the game already have a lot of means to punish bad builds and can further improve those means (eg.: 4 portals instead of 6, double sulphite loss) than just wasting the lifetime of the players.
"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
I am not sure if this has been suggested yet but i think a nice idea would be to lock xp after completing a map. Furthermore, if you die in a map then you lose all xp you gained there and can no longer gain any more in that map specifically. That way bossing won't be as punishing anymore and you still get a penalty for dying.
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
Last edited by Pyrokar#6587 on Nov 14, 2019, 8:56:39 AM
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girng wrote:
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Raxsyn wrote:


"Risk versus reward" - what a joke, it is a grinding RNG loot ARPG



The fear of dying is an essential mechanic that increases the core aRPG experience. This goes beyond just "RNG loot".


I can understand where you are coming from and would have to disagree. The entire point of the loss of exp on death is so GGG can slow you down. It has nothing to do with risk versus reward, that is just an illusion. The reason it is an illusion is because the game is so heavy in RNG that I could get 1000 exalted orbs drops in a leagues time with a terrible build and crap skill and someone with the best build and skill could get one exalted drop in a entire leagues time. Typically that does not happen, but it could. Point is that with so much RNG there is zero risk versus reward and its all about grinding as much content as fast as possible but in the end RNG decides your fate, not the skill/build or risk.

The only place that skill/build and risk versus reward truly matters is in HC mode. That is true balls-out playing and my hate is off to those players because that is true skill. Everything else outside of HC mode is a joke when it comes to skill/builds and risk versus reward.

There is zero fear of dying, it is nothing more than an annoyance that wastes players time. This mechanic is only essential to GGG so they can slow players down and nothing more.

The fear of dying is an essential mechanic that increases the core aRPG experience for HC mode and that is true and why it exists.
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Pyrokar wrote:
I am not sure if this has been suggested yet but i think a nice idea would be to lock xp after completing a map. Furthermore, if you die in a map then you lose all xp you gained there and can no longer gain any more in that map specifically. That way bossing won't be as punishing anymore and you still get a penalty for dying.


That is not a bad idea and is at least less punishing then the current system and still achieves GGGs goal of slowing players down. Plus you do not lose what you already earned and does not waste players time as much.

Still I do not see any need for an exp loss of any kind on death and this mechanic only serves GGG. Well kinda because they are missing out on an entire player base that hates this type of mechanic, so it serves them or is their biggest road block.

You should NEVER take away from a player something they have already earned and you should never waste the players time.
Without the xp loss players would have absolutely nothing to lose except for the portals they have left as far as maping goes. It incentivizes players to progress at a rate their character can handle rather then doing harder content "as long as they dont use all the portals"
I die so much in the mine. My screen stops, the portal pops up, then i die. Total desync

I dont like the 10% at all.
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frostzor27 wrote:
And a few elitist whiteknights come on this foruns shouting "look I'm level 100 I'm good! You must suck!!" to justify exp loss. Can't be more wrong.


So true and the reality is and always will be "you are forgotten as soon as you are seen". A perfect example is when a new league starts and you see all these players name popup about league firsts and that is great for them, but 30 seconds later, no one cares and has forgotten the name to begin with.

Players play for their own enjoyment and rarely care what anyone else is doing around them because it is about their experience not about players they don;t even know. No one cares for more than 30 seconds outside of their own game play what anyone else has done or will do.
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Chadwixx wrote:
I die so much in the mine. My screen stops, the portal pops up, then i die. Total desync

I dont like the 10% at all.


You're supposed to be against a bad, non-optimized client, not a gameplay

but if you're a girl, your logic is understandable, even though it's not really logic.
Last edited by Tyralion1488#3021 on Nov 14, 2019, 6:37:20 PM
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AngryMu5hr00m wrote:
Without the xp loss players would have absolutely nothing to lose except for the portals they have left as far as maping goes. It incentivizes players to progress at a rate their character can handle rather then doing harder content "as long as they dont use all the portals"


That is one point of view. But there are other play styles that focus on creative builds and should not be forced in the min/max build if they want to advance so they can get all the passive points to round out their character. In other words you are describing one type of game play when the way GGG has designed the over all passive tree/gems and classes there are tons of combinations but most are not being tried or used because the only way to get all the passive tree skill points and reach 100 is through min/maxing characters. That is poor design and is proof every league, the majority of the player base gravitates to the min/max builds that are going to get them through to 100 to max out their character.

GGG could have more game play modes, like one with "no exp loss on death" and one "with exp loss on death". I can guarantee you the one that would be used the most would be "no exp loss on death".

Players even try and figure out ways to grind to 100 without completing act 10, so they can specifically avoid the exp loss on death. That is not playing the game, that is avoiding a poorly designed death mechanic.

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