Im fine with the EXP Penalty.

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AintCare#6513 wrote:

hardcore argument once again- another fallacy without trying to understand the reason. the game has no goal to level past 90, this was repeated by devs many times. reality is simple you just refuse to accept it


Brother, you are the only one who uses fallacies here to not have to engage with actual arguments. Like this post, it's just an appeal to authority.


i mean yeh sure you can set w/e goal you want, don't expect the game to be adjusted to those goals tho, that's being irrational
Yeah there needs to be some risk factor for sure, i hope they keep it in,
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mikeab79#3627 wrote:
Say they remove these, or some of these penalties. What happens when most to all players now reach 100? Would everyone be content with 100 being it, or would the next demand be more progression past 100? I only ask, because this very thing is/has been demanded in other games. In the other games, every time the demand is met, shorty after, the calls for more progression past max level is made. Calls for more content is made to meet the new power creep. Is this what we really want?


There is obviously a reason to go past level 90.
First it gives a sense of accomplishment. And if it just is Number Up! NICE
Then Skill Points do matter.

The issue is if the Bar on the bottom decreases it frustrates People. Which makes people annoyed which then makes people quit. It reduced Player retention. That cant be what the Developers want.

I am fine with the Exp Penalty, but i can understand that people are not and why people are not fine it.
Last edited by Alzucard#2422 on Feb 15, 2025, 5:55:56 AM
This has a really simple solution and D3 already showed how it can be implemented. Instead of punishing the player for dying you can reward him for surviving. No sour taste of frustration in your mouth anymore about the game just trying to waste your time.

For instance make it so that if you successfully finish a map you get a 25% exp gain boost for the next map of the same tier or lower. If you die you lose all exp from the map you currently are in.
Suddendly not dying and maintaining a streak becomes a boon instead of avoidance of punishment, and at the same time you aren't disincentivized of interacting with risky content because the punishment is fair and not erasing hours and hours of progress on higher levels.

Also no need for dumb bandaid items like omen of amelioration.
The significantly slower exp gain in PoE2 would easily allow for not losing exp and giving this small exp boon and not trivialize the grind.

But I guess we will stick with the antiquated anti-player mechanic that was carried over from the past as a "mechanic" when really all it was, was a lack of storage capability of old consoles. Because it makes death "meaningful". Still trying to find the meaning in getting punished for dying trying to learn a boss mechanic, but I guess any day now.
I think monster level is at the root of this problem. I mean, I really hate dying on my lvl 93 character (most often it's absolute BS, and yes my resistances and all that shit is fine before you even start asking) but to be fair I've been pondering this issue and I think the main issue behind 1 life per map and EXP loss on death is that we go beyond monster level.

Since when did anyone have an issue with EXP penalty during Acts? Yeah, since never. At some point the monsters will be lvl 79 (or 80 or 81 whatever, depends on whether you corrupt/irradiate the map) At some point you will also be lvl 79. At some point you will be, say, lvl 93. Well, the monsters are still going to be lvl 79. Did anyone of you try leveling up your lvl 30 character by killing mobs in Ogham Manor Act 1 normal? Yep, me neither, because there were higher lvl mobs in the next Acts. So I'm saying that we either get more tiers for waystones or increase the default monster lvl of each waystone tier. We shouldn't have to emulate Cartman and the gang killing boars outside the starting area in WoW.

Last edited by fiddlebender#4936 on Feb 15, 2025, 1:53:44 PM
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I think monster level is at the root of this problem. I mean, I really hate dying on my lvl 93 character (most often it's absolute BS, and yes my resistances and all that shit is fine before you even start asking) but to be fair I've been pondering this issue and I think the main issue behind 1 life per map and EXP loss on death is that we go beyond monster level.

Since when did anyone have an issue with EXP penalty during Acts? Yeah, since never. At some point the monsters will be lvl 79 (or 80 or 81 whatever, depends on whether you corrupt/irradiate the map) At some point you will also be lvl 79. At some point you will be, say, lvl 93. Well, the monsters are still going to be lvl 79. Did anyone of you try leveling up your lvl 30 character by killing mobs in Ogham Manor Act 1 normal? Yep, me neither, because there were higher lvl mobs in the next Acts. So I'm saying that we either get more tiers for waystones or increase the default monster lvl of each waystone tier. We shouldn't have to emulate Cartman and the gang killing boars outside the starting area in WoW.



this is a good indicator as to what clvl is intended to achieve by the devs btw. the top. farmable mlvl is what, 83 right now? the drop off becomes logarithmic at +5lvls so around 88 would be the intended clvl. anything else is a bonus.

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