Death Penalty - Replace XP Loss w/ Durability Loss

Nope. Durability loss is a D4 thing and doesn't belong in PoE

Keep xp loss, reduce or eliminate all the other death penalties
id rather apply some stuff to a waystone, go do that same map again, and fight a boss to get the xp back as redemption.

have it cost 3 emotions on a stone, and make no loot drop as a consequence, just either your xp lost distributed amongst all the monsters or drop a % from a boss based on the amount of emotions you instill on the stone.
I was a new a player, I was wondering if devs gonna remove this shit mechanic sometime soon, and I came to see what the people say about xp loss, but this is hilarious

"
N3vangel#0037 wrote:
See the problem is - when you remove consequences from games - they suck - like what happened to D4. But I think this could work if you made the gold costs high enough to where the amount could never be trivialized. That way the player feels the weight of their decisions, and remains engaged.



nothing against you buddy, but:



Yeah, people seems REALLY ENGAGED lol.

Anyway I'm quitting the game, there are far more better games than this.
"
Thaynime#8492 wrote:
I never understood that masochist psychology of enjoying punishement in a game. Am I missing something there?

You're not this game's target audience.
PoE doesn't require skill nor it requires any type of learning process/progression whatsoever. This game boils down to following the recipe that works for the current patch and then sinking a ton of time into 1-button braindead grinding.

Imagine this game: you navigate through a place with WASD and all you have to do is keep spamming Q and moving your mouse around to kill stuff you don't even see anymore. If you die in that game, you're immediately respawned exactly where you died, full HP, no loot/gear lost, etc.

This sounds like a very boring game, right?
That's what PoE would be without any death punishment.

So yes, I understand why punishment exists in PoE.
And no, I don't think punishment is good in any actual good videogame.

To remove all death punishments, this game requires other major changes in design. These design changes could have come with PoE 2, but they obviously didn't. Hence why in PoE 2 death punishments are even worse than in PoE 1, which only indicates PoE 2 will be even MORE braindead grinding than PoE 1 was.

"
N3vangel#0037 wrote:
See the problem is - when you remove consequences from games - they suck

The suckiest games I've ever played were all low/no-skill ones that relied on arbitrary punishment to make the game feel challenging. PoE, non-coincidentally, is at the top of this list...

And the best games I've ever played lacked any sort of meaningful punishment when you died.
But these "best games" actually required skill and progression that could only be attained by taking risks and dying.

Weird, right?
Last edited by _rt_#4636 on Feb 24, 2025, 6:27:49 AM
Hi!

As a new poe players died over 200 times during leveling Monk mainly because not use Ice Strike or other CC skill. Tried some freeze skill, but was not really worked. Think that a lot of players turning away from the game as that lot of deaths coming, stealing the joy from the game to explore skills, different self-builds.
Defense is important, but before Ascendancy points as Monk was so fragile, needed to out level most of zones. Over L70 (or somewhere penalty kick-in) that XP and Map loss is a big no for a lot of us. Tiring to hear the build better defense know the game better advices, but how we can practise and improve without actually trying it out? Not speaking about those random high damage attacks and still dying sometime with a strong defenced Ice Strike build. Hoping that devs will look for those spikes of damage, coming in no time to react and map is gone with 10% XP loss.

"
Durability loss is a D4 thing and doesn't belong in PoE


Durability loss was also in D2, arguably the best ARPG ever made.

"
N3vangel#0037 wrote:
See the problem is - when you remove consequences from games - they suck - like what happened to D4. But I think this could work if you made the gold costs high enough to where the amount could never be trivialized. That way the player feels the weight of their decisions, and remains engaged.
Death is not a consequence to you??? All that time wasted to run back to where you were, to redo the map and hope this time you collect the loot before you get one shot because the game is badly designed?
"
"
Durability loss is a D4 thing and doesn't belong in PoE


Durability loss was also in D2, arguably the best ARPG ever made.



Was it on death though? Durability loss from use was a thing but not death from what I remember. When you died you revived stripped of gear and had to run back to your corpse
"
_rt_#4636 wrote:
"
Thaynime#8492 wrote:
I never understood that masochist psychology of enjoying punishement in a game. Am I missing something there?

You're not this game's target audience.
PoE doesn't require skill nor it requires any type of learning process/progression whatsoever. This game boils down to following the recipe that works for the current patch and then sinking a ton of time into 1-button braindead grinding.

Imagine this game: you navigate through a place with WASD and all you have to do is keep spamming Q and moving your mouse around to kill stuff you don't even see anymore. If you die in that game, you're immediately respawned exactly where you died, full HP, no loot/gear lost, etc.

This sounds like a very boring game, right?
That's what PoE would be without any death punishment.

So yes, I understand why punishment exists in PoE.
And no, I don't think punishment is good in any actual good videogame.

To remove all death punishments, this game requires other major changes in design. These design changes could have come with PoE 2, but they obviously didn't. Hence why in PoE 2 death punishments are even worse than in PoE 1, which only indicates PoE 2 will be even MORE braindead grinding than PoE 1 was.

"
N3vangel#0037 wrote:
See the problem is - when you remove consequences from games - they suck

The suckiest games I've ever played were all low/no-skill ones that relied on arbitrary punishment to make the game feel challenging. PoE, non-coincidentally, is at the top of this list...

And the best games I've ever played lacked any sort of meaningful punishment when you died.
But these "best games" actually required skill and progression that could only be attained by taking risks and dying.

Weird, right?


If I'm not the target audience then why did they promise more slow paced combat? Why did they promise on more meaningful loot drop? Why are they trying to change the formula of their game while keeping their core? That's because they WANT a broader audiance. The fact they failed miserably in their vision doesn't mean that they will just roll back to perfectly copy again PoE1. They wouldn't have any need to make PoE2, they would just Remaster PoE1. People need to stop with their narrow vision. Yea some of the stuff asked in the feedback are bad. Some other are good. But the fact remain that thing NEED to change to make the game great.
"


Was it on death though? Durability loss from use was a thing but not death from what I remember. When you died you revived stripped of gear and had to run back to your corpse


You are correct, durability loss in D2 was normal wear and tear of equipment. To simplify the system, they could simply add 10% durability hit to equipment upon death. I like durability loss on equipment more than lost progression. Heck, they could even add a corpse to regain some of your lost XP.
Last edited by CharlesJT#7681 on Feb 24, 2025, 1:13:08 PM

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