Enlightenment Rune - Mitigate XP Loss on Death
PoE2 is designed to be challenging, especially when pushing end-game content. We have all seen the various threads about removing the death penalty mechanic of -10% experience loss, but wanted to suggest an alternate solution. I would like to propose to add a new rune that helps mitigate XP loss on death by bestowing an experience bonus as follows...
Enlightenment Rune Weapon: +7% Increased Experience Gain Armour: +3% Increased Experience Gain This would give players an option to socket several of these runes into their gear to help curtail the XP loss with an experience boost. I think removing the death penalty mechanic outright would be a big mistake, but offering a tool to the players to mitigate lost progression is a good compromise. Last edited by CharlesJT#7681 on Feb 19, 2025, 1:29:02 PM Last bumped on Feb 20, 2025, 7:17:46 AM
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In before:
-people these days want everything handed to them for free -participation trophy -level 100 is not for everyone -i guess you want a paycheck without working too Good idea though, I would equip those. |
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I'm not in favor of optional mitigation for extreme time-wasting punishment. A bad design (imo) is a bad design, and adding items to alleviate it is like putting a band aid on a gaping wound.
I strongly believe they need to take the XP punishment out of standard and if they really can't let go of it - then put it into an optional Cruel mode, for people who like punishing death but aren't OK with hardcore's implementation. Then they could begin XP loss from level 1, so that there isn't a bait-and-switch like there is now as soon as you reach end game. I've also seen a suggestion to reward success with an XP boost instead of punish failure with XP loss, and I'm OK that idea. But anything to try to preserve XP loss for casual players - isn't going to get me back supporting the game. |
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" I would argue most players don't enjoy losing progression upon dying, while some players enjoy the game being very challenging while pushing end-game content. There are people on both sides of the spectrum. You call it a bad design, some call it an antiquated system, which may be true, but I don't see GGG removing the death penalty mechanic anytime soon. With that said, I personally think a good solution is to "meet in the middle" and offer players a mitigation tool for losing progression. I wouldn't call it a band aid but rather a compromise. Last edited by CharlesJT#7681 on Feb 19, 2025, 12:45:35 PM
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" There's already a consumable item in game for mitigating XP loss. As for a rune - it would have to be alot more than 5% to be a serious attempt to mitigate. Even with max base rune slots - 125% XP isn't going to do much when players are already losing hours of time for one death at 100% XP. |
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I think a fine solution would be to allow monster to go up to level 100. It would also make them a bit harder for the one shotter to farm them and it would help fine tuning defense mechanic.
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" That's a good point, what Bonus % XP would you think would be a good value for the proposed rune on weapon/armour that would make it viable? Last edited by CharlesJT#7681 on Feb 19, 2025, 12:52:37 PM
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" Enough that I could see it ruining the game. High levels require alot more XP than low levels, so I feel like the idea is kind of dead on arrival. |
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" With a character full decked out with Enlightenment Runes, if Weapons granted 7% Bonus XP and Armour granted 3% Bonus XP, that equates to a whooping 96% total bonus experience as shown below. The numbers could be tweaked, but think the idea has merit. Finding the insane number of runes and equipment with all those sockets would be the limiting factor (which balances idea), but still think it offers the player a tool to mitigate lost progression. Enlightenment Rune Weapon: +7% Increased Experience Gain Armour: +3% Increased Experience Gain Equipment (Max Sockets) Helm (4 Sockets) = 12% Bonus XP Armour (6 Sockets) = 18% Bonus XP Gloves (4 Sockets) = 12% Bonus XP Boots (4 Sockets) = 12% Bonus XP 2H Weapon (6 Sockets) = 42% Bonus XP Total = 96% Bonus XP Last edited by CharlesJT#7681 on Feb 19, 2025, 1:25:03 PM
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" Problem is you end up sacrificing lots of potential attack and defense... thereby you'd get pidgeonholed into only fighting weaker monsters that award way less XP. So it isn't really solving the problem - it's more like shuffling it. Last edited by SpankyKong#9805 on Feb 19, 2025, 1:47:03 PM
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