MAX lvl of 80 for mobs kills the build diversity (XP loss is not an issue)

If your build requires the last few skill points in order to work, it most likely wasn't a good build to start with. Players shouldn't expect max level to get their builds to function. Allowing players to easily make max level just opens to the door for the Diablo effect. Players will want progression beyond, which then you see players wanting that to be faster. There has to be a cap somewhere to prevent this games obvious power creep issue, from doing the same as that game.

Broken OP skills kill build diversity and players crying about nerfs is what causes it to be so extreme.
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funny how i still manage to level up on 95. I must be Poe demigod!

Maybe i should write a book about it as every1 else can't do it.


You do that, I am sure you can level a HC SSF character to 95 in 12 hours and fly to Bangkok in 6 seconds from NYC like super dupaman. However, until you actually prove what your saying as fact you are taking anecdotally aka not interested.

I wasn't suggesting it cannot be done, I said the progress is increasingly difficult and an unrealistic expectation for the vast majority of individuals to level a character to 96 in POE 2 in its current state.

Get to level 100 (POE 2) on any character and PROVE it then make "I is a god" statements, I will even buy you a stash tab and ask for your autograph.


That user's profile is public and you can check their characters for yourself.
I don't know about you ppl but since lvl 85 the only time when I authorize myself to do Sekhema and ToC is when I just lvled up. Same for bad suffixes in maps, I litteraly have a pool of maps for this short moment when I feel like I have nothing to lose.

Good point I find myself doing the same on my now level 91 Warbringer.

I waited to ding before doing another run of Trial of Chaos.

Now early level 91 again I feel stuck for experimenting due to the high penalty of XP loss on death.

A solution could be a way to redeem lost experience, when you succesfully complete a map after a failure.

One idea is to have a tombstone that appears in your next map. If you recover the tombstone you recover all, or half of the lost XP.

In other words if you're allowed to redeem lost experience, then you're allowed to experiment again with a boss you don't like or some ToC runs. If you die, thn you focus on completing a map you can do more easily, to restore your XP.

If you're an idiot then you die twice in a row and would lose the ability to recover the lost XP, or part of it.
juice maps for exp
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mikeab79#3627 wrote:
If your build requires the last few skill points in order to work, it most likely wasn't a good build to start with. Players shouldn't expect max level to get their builds to function. Allowing players to easily make max level just opens to the door for the Diablo effect. Players will want progression beyond, which then you see players wanting that to be faster. There has to be a cap somewhere to prevent this games obvious power creep issue, from doing the same as that game.

Broken OP skills kill build diversity and players crying about nerfs is what causes it to be so extreme.


My build is perfectly fine, I wish I could finish it with the last remaining points. And I'm not talking about making leveling easy, just less time consumming.

Right now, only jobless people and team players can achieve lvl 100, preventing the vast majority of players to finish what they have started, and I don't see any good point in that. I mean going from 80 to 90 took me maybe 40 hours, why would it take 10x that amount to go to 100? It's crazy, ppl have a life you know?
Solid feedback.

Hopefully GGG sees this

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