Why Does PoE2 Keep XP Loss on Death?

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Mamillian#8657 เขียน:
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Because XP is literally the only thing you lose on death and death should matter at least a little


Erm, no it isn't. You're losing the map, and any items that may drop during the map.

A strange amount of people like not having fun in this game. Like max level being only for "ladder players" in the softcore mode of a PVE game. WTF.


That's not a loss. Maps are so easy to come by now. Just open another one.

Softcore doesn't mean easy. It just means no perma-death, lmao. It's time to put on your big boy boots and accept that great games have content that may be extremely difficult to achieve.
in first moment i don´t agree with xp loss, but after more time play i complete agree with the xp loss. This prevent something like "kamizake" users invest all in damage because dead doesn't matter nothing change.

Its prevent and force the players to balance much better your characters.

One point i really fell miss is the xp sources is to low. We need some kind of XP source more consistent, for example increase 100% xp gain but if dead loss 20% more.


The game NEED to be keep xp loss, but i think the balance with you gain could be better
Do you juice your maps to only have one portal? Can usually I don't. I've died plenty of times and only lost one map so far.
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Softcore doesn't mean easy. It just means no perma-death, lmao. It's time to put on your big boy boots and accept that great games have content that may be extremely difficult to achieve.


Enjoy your meaningless "ladder climb" I guess.
I like the idea mentioned previously, where if you die in a map, it reduces the xp reward within that map. Reduction can be done incrementally depending on the number of revives (i.e. 1 revive means death goes to 0% on death, 3 revives, you lose 33% per death, so the final run of a map means 0% xp). This would make maps meaningful still and provide a reward to flawlessly clearing a map. It would also rid the game of the slogfest of making negative progress when you die, especially at high levels. Worst case, you die 3 times in a 3 revives map, and you are on your last life, you still get the rewards from the map, but your progress on xp is paused for that map.
If 10% XP loss is the minimum for dying after level 70 then it is still brutal for players like me who die all the time.

Can GGG make a new mode for casual players that doesn't have any XP loss when we die in endgame? Yeah, yeah, I only need to "git beta.."
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Skollvaldr#5851 เขียน:
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Mamillian#8657 เขียน:
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Because XP is literally the only thing you lose on death and death should matter at least a little


Erm, no it isn't. You're losing the map, and any items that may drop during the map.

A strange amount of people like not having fun in this game. Like max level being only for "ladder players" in the softcore mode of a PVE game. WTF.


That's not a loss. Maps are so easy to come by now. Just open another one.

Softcore doesn't mean easy. It just means no perma-death, lmao. It's time to put on your big boy boots and accept that great games have content that may be extremely difficult to achieve.


Death from one shots and swarms of mobs isn't difficulty. It boils down to grinding for a metabuilds then just clearing content with minimal challenges. That's not big boy boots or the hallmark of a great game. Souls games generally offer that experience in a meaningful way, this game doesn't
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eschandin#3638 เขียน:
ok, for u 2 boys we will switch to NO EXP LOSS. but u loose all equipment on death. :)


For real,that is a arpg and not diablo.


Im pretty sure most players would prefer not to loose progression because they died. Why the concern that players who play how they like and dont just copy the build that makes progression trivial - be allowed to reach max level? Are you threatened that actual gamers playing the game as intended overtake you?
แก้ไขล่าสุดโดย ironcorvus#6979 เมื่อ 7 ก.ค. 2025 04:21:29
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rhorains#6760 เขียน:
I am concerned for individuals who need/want a game that has no chance of losing anything. no permanent death, no loss of progress. do we need to add save states? what happened in your life, are you okay, what can we do to help.


You shouldnt be playing the game then because it doesnt have permanent death or loss of gear, infact we do have save states and as you die you dont loose the character. We just dont want to spin wheels in the mud just because we chose the builds ourselves instead of cheesing it like a lamer with some online build you copy-pasted.

You didnt achieve anything special by doing so, why do you pretend like you need to defend some accolade. If you demand that everyone metaslaves this game and copies he "correct" builds then why even have choice at all? I thaught this was America!?
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PathSoph#6723 เขียน:
If 10% XP loss is the minimum for dying after level 70 then it is still brutal for players like me who die all the time.

Can GGG make a new mode for casual players that doesn't have any XP loss when we die in endgame? Yeah, yeah, I only need to "git beta.."


You dont die all the time, you die once every few maps, you get 10% exp maybe after an hour of playing and then an elite mob teleports to you from offscreen and onehits you. No matter of tweaking the mobs is going to stop this from occuring at all therefor the only non-retarded solution is to remove the exp penalty.

And no, grinding 10% experience per hour or even half an hour ISNT CASUAL PLAY.

Copying a build from a site and metaslaving to get past this problem IS the most limp dick casual thing to do and id sooner quit than be forced by the game to do that. I want to use my build and my favorite skills and thats the POINT OF HAVING A BUILD SYSTEM THAT OFFERS ENDLESS CHOICES.

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