inherent xp loss

I think an option in the game should be added (for non leaderboard players) to not have xp loss on death. basically if you select this option you cannot place on leaderboards. when you run 10 maps and die once you lose progress which feels like a complete waste of time. this reason is why i quit prematurely every poe leaugue. It becomes increasingly frustrating with on death effects and environmental ground effects that are not clearly seen.
Last bumped on Jan 7, 2025, 10:00:04 AM
I feel you on the unidentifiable ground effects, but they should just fix that and label them better, not take away the xp loss.

Dungeon crawlers are meant to be grindy.
“Freedom is what we do with what is done to us.”
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Skytzo#7692 wrote:
when you run 10 maps and die once you lose progress which feels like a complete waste of time. this reason is why i quit prematurely every poe leaugue.


Once you're in the mid 90's, what is 1 more passive going to do for you? You use the word "progress" and I have no idea what that means to you or why you think it's important because character level is one of the more arbitrary descriptors of goals in this game.

If you're talking about power/defense/capability of a character; that's far more influenced by your gear which is a currency issue... or just your build in general which is a game knowledge issue.

Are you not getting to red maps? Are you struggling in the 70s? 80s? Because if that's the case, exp loss is not the problem--There would be far more pressing issues with your builds that need to be addressed.

Exp loss is not a limiting factor on any build; it is feedback that your build needs to improve across some sort of metric. Maybe it needs more health, more defenses, more layered defenses, more mobility, etc. Most builds will never get to level 100. Not because they suck but because they build defensive enough to get to 96, 97, 98 and then the rest is budgeted towards damage output or magic find.

I once saw a youtube content creator put out a series of videos on his experience playing PoE for the first time. He had a clip where he was in his 60s and got 1 shot by a map boss. His critique of that death was that PoE needed a death recap. What seemed logical to him was if he knew what type of damage hit him so hard, he could build defensively to mitigate that damage type and prevent that death from happening again. Seems like a valid suggestion.... Except this guy still had 0 movement skills in his build by the time he had gotten to maps. No amount of death recaps would have told him he needed a flame dash or frost blink mobility skill to easily escape the attack that killed him.

When your game knowledge is limited you run the error of attributing your dissatisfaction to the wrong things. You don't know what you don't know.

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