REMOVE XP DEATH PENALTY
" The problem is. They're right. If you just go and remove XP loss. The game is too easy, because the XP loss on death is the only challenging aspect of the game for most players. But that doesn't mean you keep it. That means you take a look at how you can improve your game so that you can challenge players properly. Rather than slapping an XP loss on a zoom-fest braindead grinding game and calling that sufficient. |
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" Also, how dare u, it's not 1 click. They drop the tempest bell between their ice strike/tempest flurry. It's at least 2 clicks 😂😂😂😂😂 |
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It's important to make death a high punishment. Risk and reward, the fun is to feel accomplished and achieve something difficult which is ruined when there isn't a high penatly for death. Force more skill, teamwork or grind, I think they have it quite balanced tbf.
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" I disagree. In the campaign, the act bosses were super hard, took me multiple multiple attempts, and when I cleared them I felt a real accomplishment. The only penalty was that I couldn't progress forward, and no XP loss. Are u telling me the campaign was unsatisfying because there was no XP loss? |
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" I don't think it is. I look at it from a game design perspective. What is it that this game mechanic tries to achieve? It's punishment for death, so you don't just die your way to success. Does it achieve that? The reality is: It doesn't. It has no real effect below lvl90. Becomes insanely punishing past lvl95 to the point of people stop taking any risks and just "grind it out". If a player is happy with his level and doesn't want to progress anymore the punishment stops existing for him. It has no tangible effect on actual lvl progression because xp requirements per level grow exponentially - so it doesn't really set you back, but wastes tons of your time for no good reason. It erases past progression. They have introduced the 1 death per map mechanic in PoE2 which achieves the goal: a meaningful punishment for trying to die your way to success that applies equally no matter your level or way you play the game. There is no reason to keep the xp loss mechanic. It achieves nothing but frustrating the player. Last edited by Slart1bartfast#0332 on Feb 22, 2025, 12:28:55 PM
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I also think loss of loot is a very bad mechanic. It forces me to portal in and out of the map once my inventory is full. With breach maps, I have to do this at least 2-3 times and it kills the flow of the map. If this mechanic didn't exist, I would play through the whole map in one go and then go back and pickup everything. The game should provide a way to portal back into the map even if u died, and let the loot just be there. No enemies, just collect ur crap and get out. Why stop my gameflow to collect stuff (90% of it ends up being trash anyways).
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Maps loss is fine when you die
Items on ground gone when you die fine. But XP give XP at the end pf the run when map says complete and you portal out it says do you want the XP Yes or No. Yes remaining mobs are removed and you can pickup loot and go back and fort until you run out of portals. No you can still gain XP but if you die you will not get the XP, plus you can portal in and out until portals are gone. If no portals remain and did not die then you also get the XP. You still have some sort of XP penalty but it's not as harsh as 10% loss. I had it yesterday i need to do map 10 to gain a bit of XP but if i make a mistake i'm dead. But what happened is that i got locked in and could not escape, even with rolling. So i died and lost XP but that was gained in 5 other maps. SO its either do boring stuff and stay save or have fun maps but not gain XP. | |
" That's 80% of my deaths. But I still feel u should be allowed to go back and get ur loot, regardless if u cleared the map or not. U killed the fools who dropped it, it should be yours. Anyways, I hope some balancing is coming. |
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