Why Does PoE2 Keep XP Loss on Death?
" 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. |
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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 |
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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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" Enjoy your meaningless "ladder climb" I guess. |
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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.
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