XP loss to make level 100 an achievement
Most of the defender of xp loss want it to stay so that reaching level 100 is really "hard". Why cant we let xp loss start at level 90 and not at level 70. Casuals will reach their final build around level 90 and a lot will stop playing anyway with the current xp loss.
Why dont let them have a stress free experience till level 90 and the "achiever" will have what they want, level 100 only for the "hardcore" Last bumped on Jan 12, 2025, 1:59:34 PM
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Character is not deleted, it is NOT hardcore. It is not even remotely close to hardcore.
XP loss starts at level 70, it is a very small amount of loss at that level when a single map could get you MULTIPLE levels. You can never lose a level, so there is a floor to how much your failure can hurt you. XP loss, along with other features, are there specifically to keep you paying attention and learning/improving. Without any consequence for failure there is no achievement. If you want a game where everything is handed to you with nothing besides your time there are other games for you. |
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After level 90 the exp requirement and time it takes to level increases exponentially.
One level will take towards a day to reach safely, which means that one death will delete hours of progress towards the next level. And for most, that's multiple days of playtime. The fact of the matter is that all the exp-loss does, is to ensure that you will engage with as little as possible that the game has to offer during your pursuit to 100 because it's simply too risky. Since every little mechanic increases the likely hood of throwing something that will hard-counter whatever build you have and murder you. |
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" They also have issues to understand, that even losing minutes of progress also feels bad. Like climbing the portals in Diablo 3,4. One run is about 15 min. Ok if you fail the first min then no problem. But then you have situations where you almost complete it, but still your gear and numbers are a sliver too short and you fail. One time, two times, three times every time you're almost there. Only 15 mins, yet still it's a frustrating experience. And PoE is like this, but multiplied by 10, for no other reason than "because Diablo 2". Simply, punishment doesn't have to be as unbelievably ridiculous as it is in PoE for it to invoke whatever desired feeling the devs want to afflict on players. |
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Everyone cries about 10% xp loss, but what really makes death unfair imo i loosing all of the "juice" from a failed map.
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" The game (Poe) has always been tuned to around level 90-95 and anything above that was ‘gravy’. With poe2 the passive tree is so ‘weak’ that going beyond 95 is just self harming for fun. (ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
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" Agreed, as a poe1 player we are used to this and worse (as with 6 portals you could lose 60% of a level on one map). It’s the ‘take all the fun off a failed map’ that is bad imo, reset it and make me clear it again sure but take off the boss, the league mechanics and making it’s just a bland map with nothing on it is bad. (ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
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" It's not a "but". Both things are problematic. |
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" Please show me a map at level 70 which will you get MULTIPLE levels, you can clear as level 70. |
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" You probably don’t know this, but they actually planned for maps to fail completely, making them impossible to run again. They just haven’t finished the Atlas regeneration mechanic yet, so they disabled this feature for now. Don’t worry, at release, if you die on a map, you won’t be able to run it again. And if you mess up all your maps, you’ll have to start the Atlas from scratch. |
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