experience lost on death needs to be gone

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Toforto#2372 wrote:
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BigBeuss#5956 wrote:
so tired about xp loss, one dead portal thread/whine that spam the forum. I beg you ggg just give them an easy server with no penality so they can just play on it and stfu. Cause i sware if you remove penality then they will ask for more loot, easier boss ect and yeah you could make it happen on an "easy mode".
Softcore must keep all the actual penality.

"make it an option and all the pro xp loss will turn it off" is such a nonsense, i want to play in the same environement as everyone else there's no such idiotic solution. An additional easy mode is the only way to make everyon happy, i would definitly not play it.


Sure I would play an easy mode. Whatever it is they do as long as there are no death penalties that waste player's time. Or literally make them optional and people who want to play with them can click a checkmark in the settings menu. Such an easy fix.


you can't have different set of rule on the same server. I'll make it obvious HC server, you don't like to lose your character, make it an option lol. you just can't do that with trading involve and all. maybe and it's a big maybe in ssf.
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Karr285#4892 wrote:
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It's good to have penalties on death so that it feels like building defense and playing to avoid death rather than just killing as fast as possible is equally rewarding.


Litterally every build is just kill as fast as possible with the absolute bare minimum defense required to survive 1 hit (1 shots not included)

Yeah, in my opinion sounds like there is too much damage given to characters and too little penalties. Monsters lack resistance to damage, or judging from the screens I've seen with millions of DPS, there is too much damage given to characters. This gives the instant gameplay we see at endgame. Do you like it? It's the part that made me dodge poe when I saw it. I will try poe2 for sure when it releases, but not sure if I'll stick long to the endgame if that's how it plays. I like more complexity in the gameplay.
That said seeing this discussion with people talking about how glass cannon builds shouldn't be the only prevalent type and penalties helping that, I'm hopeful. Make endgame combat gameplay better please! Characters seem to be dealing too much damage, monsters die too fast, it seems too simple.
Last edited by ProMeTheus113#3687 on Jan 10, 2025, 9:48:43 AM
+1
I get losing xp when you fail a map but what I don't understand is why you lose xp that you gained in the map and xp you had entering the map. Feels like a double whammy. It is very discouraging.
BUMP!
They're just using the exp penalty as a means to artificially prolong the game. And also to rewind the player's progress.

THere's no other excuse for having the max tier maps at level 81 (when the max character level is 100). So post level 92/93 you spend a day trying to level up from enemies who give very low exp gain. And then have a few bad runs and die a few times and lose hours of work.

Exp penalty should be capped at the map you failed. Or they should add higher tier maps than 81. So that the exp penalty is in line with the exp gained post level 90.
Last edited by Icesinnox#6517 on Feb 25, 2025, 3:44:28 AM

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