XP penalty and likely 1 portal is NOT going anywhere

"
"
Imagine GGG remove xp penalty, and give us 6 portals, what would it mean?

1. Literally 0 reason investing into defense at all or above bare minimum.
2. It doesn't matter if you die or not, you still have more portals anyway.
3. This encourage more and more people play exactly same fastest range builds.
4. This encourage people play builds that clear screens with half of gear being rarity and 0 defenses.
5. It just deletes build diversity, when most of players play same build.


1) that doesnt make any sense because without defense you cant clear content.
Why would you go fight arbiter with no defense or minimum, it would just make your chance of success lower. It does not make any absolute sense.

2) You can run out of portals soon or later, also it doesnt matter if you die or not even without exp loss because in standard you can just rinse and repeat, defeating the whole xp "punishment" logic. The xp punishment does not have any significant meaning if not frustrate the player.

3) Everyone is already playing fast range builds or exploding builds nonetheless, this whats poe status sadly is, quite frankly a huge disappointment.

4) Again this is what is already happening, nothing will change that unless they nerf every class or buff 4x times all mobs and bosses.

5) nonsense


1. You can clear with no defenses, but its risky. Arbiter currently is getting deleted because glass cannons can do it, they don't need defenses.
2. Then not die, and you will not be frustrated ;)
3. Lie, not everyone.
4. Agree.
"
Imagine GGG remove xp penalty, and give us 6 portals, what would it mean?

1. Literally 0 reason investing into defense at all or above bare minimum.
2. It doesn't matter if you die or not, you still have more portals anyway.
3. This encourage more and more people play exactly same fastest range builds.
4. This encourage people play builds that clear screens with half of gear being rarity and 0 defenses.
5. It just deletes build diversity, when most of players play same build.

Not denying that some stuff there in maps do hit hard. And it hit harder if you don't care about mods on your waystones that can make easy map into deadly map.

If you die in maps on your 1500 life build, its not game problem, its your problem.
If you die in maps because you didn't bother investing into defenses, its not game problem, its your problem.

Game will change a lot and not once during Early Access. Work around to make your character good, instead of complaining about "game problem" that is your build problem in reality.

Some tips that might help you:

- On builds that naturally don't have high life, you should definitely go into hybrid life/es, or life/es/evasion, its good, its worth it.

- You might know that armor is bad, work around it, get a bit of armor against smaller hits, just stack more life against bigger hits instead of going hard into armor, since currently there's just nothing in the game that hit for more than 4k phys damage, so for example 4k life character with 5k armor will tank higher hit than 3k life character with 15k armor.

- Most of stuff that kill you in maps is elemental but not phys. So max resists and higher life/es is the way to make melee character tanky. Very few mobs that you find in maps can hit hard with phys damage, but almost all if not all of those mobs are very slow and easy to avoid.

Edit: changed some points because some people take every single word literally.

Hmm instresting point of view so the problem as you say its on player not on the game .Ok cool lets take what you say and analyse it .
1)"the player has the problem with his build and his game play"
2)"the game its perfect with every single mechanic works pretty fine and doesnt need changes"
3)"exp its good way to keep the balance on the game and build diversity"
And then you gave out some tips for new player's ( i will focus on this )
So to give you some infos i am new player on the game never tuch the poe1 i spend 450 hours on poe2 and 300+hours on youtube i am lvl 95 monk and 20% playing CI with 5.5k ES . Now after the infos so you know with who you talking i feel its important for the conversation i want to go to your thoughs.
All the things you mentions and what you say would be great and on point IF GGG would take the time to explain what the f is going on in the ther game .New player has 0 litteraly 0 info comming throu the game all he need's to do its to spend the same amount of game play hours on internet .
So all your points for me are not based , we dont have anything explaing us what we need to do with our gear how to fix it , how to gear up , why we need to use rarity , what attacks the monsters does , what we need to take care off when we facing an specific type of monsters , how and why we need to juice maps , what maps are deadly and need to be avoided , how the "end game" leagues work and what we need to focus on atlas , how atlas works in general .
I can go on forever , sadly litteraly 0 info for new playes and thats kills the game for a casual new player that never tuch poe1 and doesnt had the same amount of hours as i had to invest in a game . When they release the "early access" they did a perfect job with the game but sadly 0 work with how to explain it . So its a company problem all you mention not a gamer problem sorry to say that to you and bring you back to reallity but from lets say 100% of player base only the 15-20% has this amount of time to invest . So for what audience you made a game and how you will make the audience goes bigger ?
>XP penalty and likely 1 portal is NOT going anywhere
It really should.
The goal of them is to incentivize build review and change, improvement.
Which HAS ALREADY BEEN ACHIEVED IN THE PREVIOUS BUNCH OF THE ARPGS, INCLUDING POE1, BY SIMPLE EVENTUAL WALL THAT YOU CANT GET OVER UNLESS YOU REVIEW AND IMPROVE YOUR BUILD!
XP penalty and 1 portal add literally nothing on top of what classic endgame walls already provide, while making playing experience way worse.
>They make the gameplay more meaningful
You can perfectly enjoy life and feel the meaning of it without getting random extremal beatings. You all have perfectly enjoyed PoE1 endgame without getting extremal beatings. You all have perfectly enjoyed other ARPGs or just videogames without them having kick in the balls mechanics.
If it adds more meaning, amount of it isnt worthy of the immense punishment.

This whole thing isnt that cool crucial element that endgame lacks GGG think it is.
Last edited by Harbour21#1011 on Jan 28, 2025, 5:33:08 AM
"
Granmarx#4566 wrote:
"
Imagine GGG remove xp penalty, and give us 6 portals, what would it mean?

1. Literally 0 reason investing into defense at all or above bare minimum.
2. It doesn't matter if you die or not, you still have more portals anyway.
3. This encourage more and more people play exactly same fastest range builds.
4. This encourage people play builds that clear screens with half of gear being rarity and 0 defenses.
5. It just deletes build diversity, when most of players play same build.

Not denying that some stuff there in maps do hit hard. And it hit harder if you don't care about mods on your waystones that can make easy map into deadly map.

If you die in maps on your 1500 life build, its not game problem, its your problem.
If you die in maps because you didn't bother investing into defenses, its not game problem, its your problem.

Game will change a lot and not once during Early Access. Work around to make your character good, instead of complaining about "game problem" that is your build problem in reality.

Some tips that might help you:

- On builds that naturally don't have high life, you should definitely go into hybrid life/es, or life/es/evasion, its good, its worth it.

- You might know that armor is bad, work around it, get a bit of armor against smaller hits, just stack more life against bigger hits instead of going hard into armor, since currently there's just nothing in the game that hit for more than 4k phys damage, so for example 4k life character with 5k armor will tank higher hit than 3k life character with 15k armor.

- Most of stuff that kill you in maps is elemental but not phys. So max resists and higher life/es is the way to make melee character tanky. Very few mobs that you find in maps can hit hard with phys damage, but almost all if not all of those mobs are very slow and easy to avoid.

Edit: changed some points because some people take every single word literally.

Hmm instresting point of view so the problem as you say its on player not on the game .Ok cool lets take what you say and analyse it .
1)"the player has the problem with his build and his game play"
2)"the game its perfect with every single mechanic works pretty fine and doesnt need changes"
3)"exp its good way to keep the balance on the game and build diversity"
And then you gave out some tips for new player's ( i will focus on this )
So to give you some infos i am new player on the game never tuch the poe1 i spend 450 hours on poe2 and 300+hours on youtube i am lvl 95 monk and 20% playing CI with 5.5k ES . Now after the infos so you know with who you talking i feel its important for the conversation i want to go to your thoughs.
All the things you mentions and what you say would be great and on point IF GGG would take the time to explain what the f is going on in the ther game .New player has 0 litteraly 0 info comming throu the game all he need's to do its to spend the same amount of game play hours on internet .
So all your points for me are not based , we dont have anything explaing us what we need to do with our gear how to fix it , how to gear up , why we need to use rarity , what attacks the monsters does , what we need to take care off when we facing an specific type of monsters , how and why we need to juice maps , what maps are deadly and need to be avoided , how the "end game" leagues work and what we need to focus on atlas , how atlas works in general .
I can go on forever , sadly litteraly 0 info for new playes and thats kills the game for a casual new player that never tuch poe1 and doesnt had the same amount of hours as i had to invest in a game . When they release the "early access" they did a perfect job with the game but sadly 0 work with how to explain it . So its a company problem all you mention not a gamer problem sorry to say that to you and bring you back to reallity but from lets say 100% of player base only the 15-20% has this amount of time to invest . So for what audience you made a game and how you will make the audience goes bigger ?


I would agree about "0 info for new players" for poe1, but for poe2 its just not true.

In poe 2, everything is explained, all you need to do is move mouse to that word/in-game term. Let's say you don't know what's penetration, you open tree, hover over penetration passive, then hover on "penetration" word and it literally says how exactly it works and what it is, literally for EVERYTHING in the game.

Open character tab, hover on resist, it says that normal cap is 75% but can go up to 90%, it says what both numbers for resists are.

EVERY SINGLE TERM IS EXPLAINED IN GAME.

But players are either too lazy to read, or too dumb to hover over text that has line under it.

Gearing in poe2 is much simpler than poe1. You play life character, get life, get resists, get strength, that's literally all. Play evasion? Get life, dex, reists, done. Play ES? Get es, int, resists, done. Play hybrid, stack both life/es, attributes if needed, and again, resists.

Weapons are even easier, because you can either compare numbers on two weapons, so bigger number better, or compare damage in skill gem menu.

Rarity is explained in game, just hover on it, it says what it does. Rarity is literally self explanatory like do you really need guide to understand that "rarity of items found" means that you find more rare items?

For monster damage, it usually indicated by color and sound, you can tell difference between cold, lightning, fire and chaos. You have to get all resists regardless. Phys damage is usually melee attacks or projectiles that don't have like color like elemental hits. GGG is not going to add entire poe2db into the game.

Do you think there's a single person that know every attack of every single mob? OFc not, because you don't need to. Or you want GGG to tell you everything that mob/boss does, so you like know everything about that boss before you ever faced it once? Its stupid.

If someone need explanation why they need to use tablets that basically say you get more loot, then its player issue understanding something this simple.

There is no best atlas, you read each passive, you choose if its good compare to others or not.


Last edited by PaintMaster#2396 on Jan 28, 2025, 6:25:57 AM
If you want to understand the development mind-set of one death maps -
https://www.pathofexile.com/forum/view-thread/3711262

This will explain everything you need to know.
"
MEITTI#3999 wrote:
"


- 1 Portal, 10% XP Loss
My Build is a glass cannon with the intent of killing things before I see them.

- 6 Portals, no XP Loss
My Build is a glass cannon with the intent of killing things before I see them.

There would be literally zero difference in how people play. It would just make the game more fun and less annoying.


Refusing to learn the game is not playing the game, its skipping it. People who desire the ability to not look at the screen while playing the game don't know what they want from a game. They want instant gratification and once they get it, they whine that the game is too boring.


In poe, playing in more balanced environment (white maps) gives 0 loot and in poe2 even no map sustain. Now we must play with as many random modifiers as possible. And fight every rare mob on map.

Try to "learn" each and every combination of RNG layers for every kind of mobs, who can roll critical hits on top. By heavily investing in defenses at the cost of dps you may reduce time to kill (TTK), but never eliminate it completely. Few years of poe1 and month of poe2 taught that clear enough.

There will always be "gotcha" moment of RNG perfect storm for your character GGG didn't even try to think about, with so many possibilites.

Both poe1 and poe2 are the laziest game balances I ever saw, thus I agree that despite GGG trying to shove in more and more penalties, playing glass cannon is the only reasonable way if you respect your time and wish to get more loot faster.

Q: but there are hardcore players at level 100!
A: sure, ones who only play with logout (now pause too) macros and only building around exploits.
Last edited by Echothesis#7320 on Jan 28, 2025, 6:35:24 AM
"

In poe, playing in more balanced environment (white maps) gives 0 loot and in poe2 even no map sustain. Now we must play with as many random modifiers as possible. And fight every rare mob on map.

Try to "learn" each and every combination of RNG layers for every kind of mobs, who can roll critical hits on top. By heavily investing in defenses at the cost of dps you may reduce time to kill (TTK), but never eliminate it completely. Few years of poe1 and month of poe2 taught that clear enough.

There will always be "gotcha" moment of RNG perfect storm for your character GGG didn't even try to think about, with so many possibilites.


what a backward, and just straight up untrue, post. You may not get as much loot as a streamer or more experienced / fleshed out character running less than giga-juiced maps, but it is by no means mandatory for progress. Stop comparing yourself to the best possible scenario.

The goal isn't to learn every combo of rng, the amount of times the "perfect storm" you describe happens (or should be happening) is damn near negligible in the grand scheme of playing through the game.

TTK is a player-imposed "stat". It is a competitive stat that is ultimately meaningless.

For a veteran forum poster to spread such disinformation is...truly awful.
Starting anew....with PoE 2
"
"
Granmarx#4566 wrote:
"
Imagine GGG remove xp penalty, and give us 6 portals, what would it mean?

1. Literally 0 reason investing into defense at all or above bare minimum.
2. It doesn't matter if you die or not, you still have more portals anyway.
3. This encourage more and more people play exactly same fastest range builds.
4. This encourage people play builds that clear screens with half of gear being rarity and 0 defenses.
5. It just deletes build diversity, when most of players play same build.

Not denying that some stuff there in maps do hit hard. And it hit harder if you don't care about mods on your waystones that can make easy map into deadly map.

If you die in maps on your 1500 life build, its not game problem, its your problem.
If you die in maps because you didn't bother investing into defenses, its not game problem, its your problem.

Game will change a lot and not once during Early Access. Work around to make your character good, instead of complaining about "game problem" that is your build problem in reality.

Some tips that might help you:

- On builds that naturally don't have high life, you should definitely go into hybrid life/es, or life/es/evasion, its good, its worth it.

- You might know that armor is bad, work around it, get a bit of armor against smaller hits, just stack more life against bigger hits instead of going hard into armor, since currently there's just nothing in the game that hit for more than 4k phys damage, so for example 4k life character with 5k armor will tank higher hit than 3k life character with 15k armor.

- Most of stuff that kill you in maps is elemental but not phys. So max resists and higher life/es is the way to make melee character tanky. Very few mobs that you find in maps can hit hard with phys damage, but almost all if not all of those mobs are very slow and easy to avoid.

Edit: changed some points because some people take every single word literally.

Hmm instresting point of view so the problem as you say its on player not on the game .Ok cool lets take what you say and analyse it .
1)"the player has the problem with his build and his game play"
2)"the game its perfect with every single mechanic works pretty fine and doesnt need changes"
3)"exp its good way to keep the balance on the game and build diversity"
And then you gave out some tips for new player's ( i will focus on this )
So to give you some infos i am new player on the game never tuch the poe1 i spend 450 hours on poe2 and 300+hours on youtube i am lvl 95 monk and 20% playing CI with 5.5k ES . Now after the infos so you know with who you talking i feel its important for the conversation i want to go to your thoughs.
All the things you mentions and what you say would be great and on point IF GGG would take the time to explain what the f is going on in the ther game .New player has 0 litteraly 0 info comming throu the game all he need's to do its to spend the same amount of game play hours on internet .
So all your points for me are not based , we dont have anything explaing us what we need to do with our gear how to fix it , how to gear up , why we need to use rarity , what attacks the monsters does , what we need to take care off when we facing an specific type of monsters , how and why we need to juice maps , what maps are deadly and need to be avoided , how the "end game" leagues work and what we need to focus on atlas , how atlas works in general .
I can go on forever , sadly litteraly 0 info for new playes and thats kills the game for a casual new player that never tuch poe1 and doesnt had the same amount of hours as i had to invest in a game . When they release the "early access" they did a perfect job with the game but sadly 0 work with how to explain it . So its a company problem all you mention not a gamer problem sorry to say that to you and bring you back to reallity but from lets say 100% of player base only the 15-20% has this amount of time to invest . So for what audience you made a game and how you will make the audience goes bigger ?


I would agree about "0 info for new players" for poe1, but for poe2 its just not true.

In poe 2, everything is explained, all you need to do is move mouse to that word/in-game term. Let's say you don't know what's penetration, you open tree, hover over penetration passive, then hover on "penetration" word and it literally says how exactly it works and what it is, literally for EVERYTHING in the game.

Open character tab, hover on resist, it says that normal cap is 75% but can go up to 90%, it says what both numbers for resists are.

EVERY SINGLE TERM IS EXPLAINED IN GAME.

But players are either too lazy to read, or too dumb to hover over text that has line under it.

Gearing in poe2 is much simpler than poe1. You play life character, get life, get resists, get strength, that's literally all. Play evasion? Get life, dex, reists, done. Play ES? Get es, int, resists, done. Play hybrid, stack both life/es, attributes if needed, and again, resists.

Weapons are even easier, because you can either compare numbers on two weapons, so bigger number better, or compare damage in skill gem menu.

Rarity is explained in game, just hover on it, it says what it does. Rarity is literally self explanatory like do you really need guide to understand that "rarity of items found" means that you find more rare items?

For monster damage, it usually indicated by color and sound, you can tell difference between cold, lightning, fire and chaos. You have to get all resists regardless. Phys damage is usually melee attacks or projectiles that don't have like color like elemental hits. GGG is not going to add entire poe2db into the game.

Do you think there's a single person that know every attack of every single mob? OFc not, because you don't need to. Or you want GGG to tell you everything that mob/boss does, so you like know everything about that boss before you ever faced it once? Its stupid.

If someone need explanation why they need to use tablets that basically say you get more loot, then its player issue understanding something this simple.

There is no best atlas, you read each passive, you choose if its good compare to others or not.



I think you get my point and again try not to understand what i am talking about . But ok you use "dump" "lazy" in your sentence i mean no point to speak with a person that speaks like this .For the rest of the chat that read those messages and hope this guy not missguide you in his answer I was reffering in whole game mechanichs and in game in general not the info tha game game gives you throu character tab and skill tab and infos from gear with pressing "alt" but ok i have seen a lot of poe1 players be like this in this forum not surprised for real this "git gub" because we went throu hell in poe1 its whatever man ..
"

what a backward, and just straight up untrue, post. You may not get as much loot as a streamer or more experienced / fleshed out character running less than giga-juiced maps, but it is by no means mandatory for progress.


Can you sustain T10+ waystones running them white or blue? If not, you didn't address what I actually said. Even regal/vaal is not enough now, people ex slam waystones since ex turned into trash tier currency.

"

Stop comparing yourself to the best possible scenario.


I wouldn't have to, if GGG didn't balance loot and content strictly around this best possible scenario (no other arpg does this). Trying to play trade league at your own pace for 1-2 hours per evening with a homebrewed build will outprice you from the market and results in de-facto SSF but with worse droprates than SSF. Maybe you'll see pinnacle content once or twice on month 2.

"

The goal isn't to learn every combo of rng, the amount of times the "perfect storm" you describe happens (or should be happening) is damn near negligible in the grand scheme of playing through the game.


It would've been negligible if GGG didn't drag penalties with it, pretending they have carefully balanced soulslike gameplay, not an RNG mess. A lot of people on this forum feel same about sudden untraceable poe1 style deaths without any window to react, explain them all how they are wrong.
"
It would've been negligible if GGG didn't drag penalties with it, pretending they have carefully balanced soulslike gameplay, not an RNG mess.

Indeed. I tried logic, but they can only reply with emotional gut feelings. Worse yet, it's that it's always only the players fault and game design can't be blamed. Considering how much PoE1 changed in favour of the players request, believing it will never do so in PoE2 is simply baffling.
Last edited by Z3RoNightMare#7140 on Jan 28, 2025, 9:09:31 AM

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