The new portal system is a good compromise

Today I died with not a single mob on the map in my field of view. Out of nowhere a giant red rune appeared under me, exploded, froze me, and then a second one killed me.

I was looting at the time because everything in sight had been cleared.

XP loss is NOT always due to build problems or skill. The game still has a lot of bugs that can cause you to die in unreasonable situations through no fault of your own.

This is still early in the lifecycle of the game, and this problem should diminish over time as these problems get fixed. But right NOW the XP loss is especially painful.
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Simple solution is to add more tier levels. Capping at tier 15 creates most of the problems. It creates the huge unbalance of XP loss vs XP gain While severely limiting play styles and builds.


This cap is there to slow down progression so people dont run out of content. If you had higher tier maps available, people would hit level 99 and complain about the lack of anything to do.
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Today I died with not a single mob on the map in my field of view. Out of nowhere a giant red rune appeared under me, exploded, froze me, and then a second one killed me.

I was looting at the time because everything in sight had been cleared.

XP loss is NOT always due to build problems or skill. The game still has a lot of bugs that can cause you to die in unreasonable situations through no fault of your own.

This is still early in the lifecycle of the game, and this problem should diminish over time as these problems get fixed. But right NOW the XP loss is especially painful.


I agree weird situations can arise that kill you and that can be fixed with mob cast range and things like that but that still doesnt make the XP loss the issue.

Also a small refute, it is still an issue with your build not being able to survive that AOE spell, there are alot of hardcore players characters that can just eat that aoe no issue but im not trying to say skill issue but that can be avoided. Bugs definitely exist but we should fix those not get rid of XP loss because they exist.

last point, it was a weird situation in 1 map that can be made up in a couple more maps unless you are level 96 or something so its not that big of a deal, more slightly annoying than anything else
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Also a small refute, it is still an issue with your build not being able to survive that AOE spell, there are alot of hardcore players characters that can just eat that aoe no issue but im not trying to say skill issue but that can be avoided. Bugs definitely exist but we should fix those not get rid of XP loss because they exist.


I survived the first aoe no problem. The problem was it froze me (I had my stun charm on) and then it was immediately followed by a second.

My total life pool is about 5000, and I have capped resists.

To the extent these bugs exist, they support mitigating the XP loss. There are still a lot of them, in fact - although most are not bugs. A ton of the "I got killed from off screen" is actually hardware performance. I have seen multiple times I get killed by a mob I cannot see - it's invisible because it's skin isnt rendered by my slow graphics card. And latency causes a lot of deaths to appear to be from off-screen when in fact the problem is the client is just running behind too much.

I am of two minds on the XP penalty myself. I dont mind it THAT much - the truth is with my main at level 93, actually advancing to 94 is pretty unimportant. But others dont feel that way, and I'm somewhat sympathetic.
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last point, it was a weird situation in 1 map that can be made up in a couple more maps unless you are level 96 or something so its not that big of a deal, more slightly annoying than anything else


My level is 93, and making up the XP loss take a minimum of 8 level 16 maps (T15 plus irradiated or corrupted).

I'm far more irritated by the loss of my totally juiced T18 map from this death than the XP. And that issue is being addressed Friday, so not that much of a complaint. It's just a game, after all.
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Let me try to explain the best way I know how.

There are only 2 possibly reasons in my brain that someone would complain about the XP loss on death.

1. they are stuck at level 93-95 dying once every 10-15 maps and all the xp they gained over those maps is gone. Probably doing 6 mod maps and the occasional pinnacle boss. In my mind this person is only frustrated about the xp loss because their brain has connected level 100 with finishing their character, but for some builds or not enough time/currency/knowledge committed to the build thats just where this person would cap out.

2. they are stuck at a lower level say level 80 or so and they are dying almost every other map to what they call BS reasons. This person generally doesnt have much experience playing the game or is missing pretty massive defensive layers that they dont realize. This person also has the misconception that if they could just get a couple levels they would stop dying. this is just not true and this persons build needs alot of work.

Both of these senarios if you are calling for the XP loss to be removed is trying to get the game to cater to you for not knowing something.

and because of this, it is my opinion that the game should not be changed fundamentally because someone not knowing something feels they deserve to level up just because they put the time in, which is only 1 of the 3 factors to leveling up.

So, i dont think the XP loss should change and just like the OP said, at least now if you dont 6 mod your maps you dont lose the drops on the map or the map itself if you die once, its a good compromise to the people complaining about dying.

In a nutshell: You've created two strawman arguments that don't accurately represent why many players critique XP loss on death, then used these simplified examples to dismiss legitimate concerns.

Your post overlooks a fundamental aspect of game psychology: dying in a game inherently feels bad regardless of experience level or build quality. Adding extra penalties just compounds that.

People arguing against death penalties aren't simply "not knowledgeable enough" or "just complaining" - they're critiquing what some consider outdated game design. Death penalties are often seen as a lazy way to create artificial difficulty without designing more engaging challenges. They stifle creativity.

I'm against death penalties because they add little meaningful value to gameplay. Instead of making level 100 something special through interesting mechanics or achievements, the current system merely extends the grind and punishes mistakes. Just look at how many defenders of death penalties parrot the same "deaths must be meaningful" argument, because they themselves cannot fathom anything else as an achievement than reaching level 100 and have internalized the idea that grinding to level 100 is special, instead of ever imagining that there could be something more engaging than a simple "mistake = time lost".

Death penalties are a massive missed opportunity for more creative progression design that could both challenge players and respect their time investment.

Defending death penalties often comes down to sunken cost fallacy - after investing significant time adapting to these penalties, players naturally defend them rather than acknowledging their flaws.
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najo#0293 wrote:
Question is, what happens when we want to stash/sell tons of loot or trade on juiced maps with one portal..is it gone once you leave and not just when you die? If so, that would be really dumb...Nobody is going to trade and you won't be able to loot 99% of the drops.


Bro clearly didn't listen AT ALLLLLLLL, in/out wont drop the portal only a death will.
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People arguing against death penalties aren't simply "not knowledgeable enough" or "just complaining" - they're critiquing what some consider outdated game design. Death penalties are often seen as a lazy way to create artificial difficulty without designing more engaging challenges. They stifle creativity.


POE is not a difficult game mechanically though, alot of builds are 1 button builds and you run around a map and kill things usually in 1 shot and get loot, the difficulty has to come from time invested/lost usually resulting in game knowledge giving you a leg up on other players, no xp loss means anyone can make any build and it doesnt matter because they will be level 100 in a week and stop playing.

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Death penalties are a massive missed opportunity for more creative progression design that could both challenge players and respect their time investment.


This argument i never understood because idk how the game doesnt respect your time, if you go into content you cant handle and die and lose XP its not the game disrespecting your time is you disrespecting your own investment, the XP loss doesnt come from nowhere or is a hidden mechanic, you are weighing your risk/reward and the risk is losing XP.

Is it possible that the devs want to design a more Soulslike games with a bunch of combos and long fights and all this mechanical challenge where the dopamine comes from achievements like that? maybe, but that isnt the game we have right now so like i said the only difficulty is in time lost.

Is it possible that me and a bunch of other veteran players are suffering from stockholm syndrome? sure its possible i can admit that. but also it doesnt really effect veteran players nearly as much where it just becomes a slight nuisance for a build you havent completed. it only really effects new players that dont know what they are doing then complain when they cant level up.

Idk maybe im wrong but i dont think its bad
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Nemmerle#4704 wrote:
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Simple solution is to add more tier levels. Capping at tier 15 creates most of the problems. It creates the huge unbalance of XP loss vs XP gain While severely limiting play styles and builds.


This cap is there to slow down progression so people dont run out of content. If you had higher tier maps available, people would hit level 99 and complain about the lack of anything to do.


i don't understand that line of thinking. I'm always told the game isn't about reaching 100 and not everyone deserves it, yet apparently reaching 100 means I run out of content?. At least if I hit 99 or 100, I have more build diversity and can still grind for better gear. And it's not like it would be easy to level up to 100, but at least it would give players some hope that they can regain XP loss without wasting an entire day on 1 freakin death.

Capping the tier at 15 is just a lazy way to slow progression. If they are that worried about people running out of content at lvl 200 in a seasonal game with and endless atlas map, then something is wrong with the core design.
I'm guessing someone has said this already: If you remove EXP penalty for death, the build variety will skew even more heavily toward glass cannon builds, to a degree that is actively uninteresting. High defense builds are great, very fun to build, but if there's very little punishment for dying, most people won't bother.

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