Experience penalty when dying
I have stopped playing this game until the remove the experience death penalty.
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I understand the frustration this should be removed imo also.
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Not another one. This isn't Blizzard. No amount of QQ will make them change such a fundamental mechanic as this.
It works as intended. Removing it would defeat the purpose of playing skillful and being mindful. It would also negatively impact the economy in-game as people would just throw themselves at tough stuff instead of selling, re-invest and beat the tougher content when they're ready. Given econ impact would probably be minor but still. There are no other punishments in the game aside from: Xp-Loss and Map-Loss upon death. It works fine. Sometimes bugs do kill you or some weird clunky stutter stuff and I get that frustration but then play slower and more mindful. It works. Every single time. |
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" ok you keep no-lifing, we quitted |
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disagree with the sentiment. especially with omen of amelioration around.
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" you're still here for some reason |
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IMHO the penalty for death is too low.
We should also lose 10 percent of gold. |
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i wasn't a big fan of this until i discovered an item that is only like 80 exalt that prevents a majority of your XP from being lost when you die
considering that your character DIED in a roleplaying game it seems like not too severe a punishment that you lose a tiny bit of XP / currency |
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Even omen of amelioration is not much help anymore at lvl 97.
PoE2 is slower in all regards, the way the atlas map works you constantly are playing slow layouts, you are forced into playing t15, t16, t17 maps and can't just play t18 all the time, you are occupied with setting up towers and so on. Your exp bar is like a snail moving through molasses. Sure, it's nice that it's only 2.5% and not 10% loss, yet still, that amounts to 3-4 hours of progress. Besides, one wonders about why this item exists in the first place. Clearly GGG understands that the exp loss is frustrating players to no end, so they put an item in that alleviates it. The cost for it is so low that it's insignificant at the point where it's effect plays a role. So why not make exp loss to be default 2.5% and get rid of the item? Or better yet remove it, because it is nothing but a time waster in an already endlessly grindy game. |
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" You logic is flawed. If exp loss is so instrumental to making death meaningful and making players more skillful and mindful, then why does Omen of Amelioration exist, allowing you to largely buy yourself out it for a measly 70 exalts or so? At high level where exp loss starts to hurt you have enough currency to just permanently have one active in your inventory. Second point about econ. Omg, yes! Let us throw ourselfs at tough stuff to find good loot instead of playing Wolf of Wallstreet on a website forcing you away from actually playing the game. How much more anti-player can a mechanic be than it making you leave the game? Additionally, if I decide I am happy with the level I am at and don't care for leveling anymore, your whole argumentation goes right out of the window. I can throw myself at tought stuff as much as I want without any regards for punishment. How is that for ruining the economy? Besides, there is plenty of punishment, loss of a map entails losing a waystone, losing the node, losing all the time you needed to set up the towers, losing unlooted items, losing time played, etc. In case you "throw yourself at though stuff" and die you lose fragments, audience, etc. which have cost you dozens of hours to farm without anything to show for it. It's an antiquated mechanic that is anti-player and uses a design approach of punishing the player for doing bad instead of rewarding him for doing good. Let it go man. It isn't 1999 anymore (which btw. in D2 you could recoup your exp loss, so even then it was less punishing) PS: Also before you take an elitist dump on blizzard look how they solved the problem in D3. You got rewarded with a small exp boon for not dying and lost the boon on death - actively rewarding you for maintaining a streak of not dying. That's objectively a hundred times better design. |
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