Death Penalty System - EXP Loss in particular

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LaNSa#2186 wrote:
Xp loss is actually important part of the game.
It means you cant just put some random items together and keep ketting stronger.
Having to stop some times to figure how to make your build better simply makes game better.

Btw I dont care if you have multiple level 100 chars in current poe 1. If you did that 5-6 years ago that actually means something.


Sorry, makes no sense at all. You think people would die themself to lv 100 if they attempt countless maps and die in them because there is no penalty.

As I pointed out the Map loss system prevents that REALLY quick. Unless you get a Map of the same tier or above you get a minus count and from what I noticed you don't get enough maps if you just die a few times like it happend to me right now. I don'T have any more Tier 5 so i play Tier 3. I finish them quick in the hopes to get another tier 4 or 5 again. Then attempt Tier 4 or 5 again. And if the 10 Maps Tier 5 are finished, I will do the very same again. I attempt them, I either win and get some nice loot, or I win and have no map return or I lose and have no map return. The less I clear, the lower the chance for map return.

And this mechanic forces me back to lower level maps fully automatically.

So generally speaking no need for an EXP Loss brick wall that ruins my moot and causes anger up to a point I have to Quit...
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AintCare#6513 wrote:
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There’s no greater sense of achievement received from leveling up on easy content as there is on harder content. It’s literally the opposite.

and why is that? is it perhaps due to the RISK?


No, the CHALLENGE because it's hard... And the risk of loosing EXP scares people from trying it... So they are stuck with low level tiers, "like always" or try it after a level up... But it takes AGES to level up. And just because I managed to play 1 map after level up doesn't mean this is the new low. I can still die in this tier because the challenge remains. Playing 6 or 8 of them without dying is cool... But one false step ruins the entire progress from the last 6-8 maps you won... great deal...
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AintCare#6513 wrote:
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There’s no greater sense of achievement received from leveling up on easy content as there is on harder content. It’s literally the opposite.

and why is that? is it perhaps due to the RISK?


No. There is no greater sense of achievement from leveling up whether there’s a death penalty or not. I hate to burst your bubble but I’ve never looked at a lvl 100 character and said damn they must be really good at this game. Nobody levels to 100 on hard maps they do it on trivial maps and that is stupid and sad

Also, you’re just moving goal posts. If you want to tell people to never die and do trivial content to level up or face a death penalty because ?? Reasons ??? you just pigeon holed everyone into running easy content to “progress” to more easy content. That sounds like a terrible idea for an game and not made by someone who understands what makes something fun or engaging. It’s certainly not “soulslike” I’m not sure if there’s anything that can describe it better than moronic.

If you want risk go play hardcore, where the typical player literally takes no risks and just outlevels everything and plays trivial content more. Oh so much fun.

Edit: also nobody is doing 1:100 maps without dying unless they’re insane or in god tier items and just never die anymore. That’s why most people just stop progressing at lvl 95 in poe1. You don’t need the extra passive points and playing easy trivial maps is neither rewarding (because despite the rampant denial of the reality witnessed in these forums, mapping is about the chore of grinding divs/h to trade for better gear) or fun so you usually die and lose exp more than you earn exp. Ggg can fix both of these problems but there’s too many bozos who want to keep bad decisions around for bad reasons
Last edited by maquino85#7657 on Dec 24, 2024, 1:51:59 PM
Its a fucking game not a job, stop fucking penalising people for their mistakes when they just want to play and have fun at their own pace.
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AintCare#6513 wrote:
reaching 100 should never be a goal in this game, it was stated many times by ggg.


Oh, you mean the same people that gave us:

* 1 portal maps with all loot you didn't pick up gone, boss gone, checkpoint reset, EXP lost

* Gem system that is somehow worse than PoE 1

* Crafting system devoid of any actual crafting

* Said "crafting" requiring currency that is simply too scarce

* Passive tree that is somehow worse than the first iterations in PoE 1

* Loading screen after loading screen that take ages

* Rarity fucking up the economy again and letting bots go rampant with currency farm

* Melee somehow being 10x worse than PoE 1, despite "solving melee"

* Core character progression being gatekept by RNG content you have to grind with more RNG on top

* Blanket nerfs killing other builds thanks to outliers, instead of fixing those outliers

* Animation lock with no immunity windows (not just levers)

* Slow af dodge roll that you cannot scale, with a long recovery window and too few i-frames

* Long wind-up skills in a game where everything bum-rushes you

* New MTX getting priority to push sales in Early Access, rather than prioritizing content people already paid for

* A well to refill flasks - is this 1998?

* Necessary NPCs and crafting benches spread all over town - again, is this 1998?

* No quest markers/highlighters, yet massive areas with many dead ends, only to waste your time and to artificially inflate playtime

* And probably a fuckton more I can't think of right now

You mean those guys? I'm sure they are infallible and correct in every decision they make. It's not like they had +12 years of experience to draw from.

That said, there's lots to love about PoE 2, even in Early Access, but I find the entire experience is completely soured by baffling backwards decisions that somehow made it past QA, that should NEVER have even gotten a green light to begin with. It's not Path of Exile 2, it's Path of Tedium².
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Avaricta#4758 wrote:
When you reach a point in an ARPG where you keep dying, the game is trying to tell you that your character is too weak for that kind of content. It is an obstacle that is presented to you to overcome. It is part of the progression of an ARPG.


No its not. Its a flaw in the game design but the cucks calls it 'enhanced mechanic' like the game is like a souls game lol

When a game about grind punishes your grind you are doing it wrong and not even Jesus can dispute this fact.
Last edited by syansor#3871 on Dec 24, 2024, 4:04:32 PM
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asoiarf#0289 wrote:
You are not entitled to reaching level 100 without a substantial investment of time and effort.

I think the EXP loss should be higher actually. Be thankful you get to keep your character in SC.


Another bullshit comment... Nobody says "remove EXP penalty so I can die my way up to 100" ... On the way to try out myself on higher difficulties I don't want to lose hours, days and weeks of progress. Since the progress I achieve does not interfere with anything but my own fun. None of you EXP-Loss Lover would have any disadvantages because you rarely lose EXP anyway if you are playing low maps all the time. But people who would like to play closer to their level in terms of difficulty shouldn't be punished 4 times at once.

I said it before: It's basically not possible to die up to lv 100 because you can't afford to farm enough high maps to die on high maps to get the EXP to get to 100. The punishment of dying is the fact that you have to start over if you die to often on maps that are on your level.

I have Tier 8 maps right now... why Am I not running them? Because it would be stupid. I need them when I have the quest to run Tier 8 maps. With or without EXP penalty.

If you can't understand this simple fact than you are 100% damaged at some point or another... Just my opinion because it's basic mathmatics.
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asoiarf#0289 wrote:
You are not entitled to reaching level 100 without a substantial investment of time and effort.

I think the EXP loss should be higher actually. Be thankful you get to keep your character in SC.


Be thankful? What do you suppose player retention would look like if people lost their character in SC? HC players should be thankful that they don't..
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asoiarf#0289 wrote:
You are not entitled to reaching level 100 without a substantial investment of time and effort.

I think the EXP loss should be higher actually. Be thankful you get to keep your character in SC.


Be thankful? What do you suppose player retention would look like if people lost their character in SC? HC players should be thankful that they don't..


HC is a concious choice. You don't get to complain when you deliberately choose to fuck yourself over.
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LaNSa#2186 wrote:
Xp loss is actually important part of the game.
It means you cant just put some random items together and keep ketting stronger.
Having to stop some times to figure how to make your build better simply makes game better.

Btw I dont care if you have multiple level 100 chars in current poe 1. If you did that 5-6 years ago that actually means something.


Argument makes no sense. Also, you’re wrong. If you’re dying constantly you’re going to progress very slowly and inefficiently and you will want to fix your build. Being penalized for it so you don’t progress just makes you want to quit the game.


EXACTLY!!! Someone finally gets it.

And what is people's issue with players throwing themselves at a wall over and over again?

Oh no - we can't let players do that. Let them face the challenge enough times they might win. We've got to punish them to make sure they never have the audacity to attempt that again.

If I want to throw myself against a boss a hundred times in a row (which I can't anyway because maps), how is that a bad thing? How does that hurt anyone's gaming experience?

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