Experience Gain and Loss in Path of Exile 2

Seems quite simple to fix to me. You opt in to EXP Loss on death at character creation and can't change it afterwards. If you opted in you're included in the leaderboards and if you didn't you're not.

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Arcadia#3923 เขียน:
Seems quite simple to fix to me. You opt in to EXP Loss on death at character creation and can't change it afterwards. If you opted in you're included in the leaderboards and if you didn't you're not.



Nice

I really like the idea, as it could potentially work for both sides (Pros/Cons).
The short answer is that exp loss exists in the game because the game is better with exp loss in it.

This is fairly obvious to everyone who has the most minor understanding of how gameplay mechanics should work, which is why its not only not been changed but its pretty much also never even talked about or brought up as a question in interviews, etc. Because everyone knows its a stupid suggestion.

The reality is that it will just never get changed and the people who keep complaining about it are just not good enough at the game so they cant stop dying, and instead of trying to get better at the game they want the devs to nerf the game down to their level. And luckily this just will never happen.
+1 for OP & lol at the usual suspects who love to misrepresent the position & can't hide their loathing for the casual gamer player base.
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Arcadia#3923 เขียน:
Seems quite simple to fix to me. You opt in to EXP Loss on death at character creation and can't change it afterwards. If you opted in you're included in the leaderboards and if you didn't you're not.



I'm in as long as we're in the same trade. China server split is enough in regards to playerbase division.
Maybe give like a cosmetic reward for achieving 100 on XP loss too.
แก้ไขล่าสุดโดย Evergrey#7535 เมื่อ 23 ส.ค. 2025 13:57:46
My opinion:
- almost all good games requiring HIGH skill do NOT have overly punishing mechanics for failure.

When something is difficult you need to learn how to do it. You can't really learn anything difficult if you can't retry it. For a boss fight to be challenging you need to actually be able to try and learn their mechanics. Look at souls games, dying 600 times to a boss and it doesn't dissapear after one failure and you regain what you lost after winning.

I believe that the double penalty in poe2 - exp loss + encounter (map) loss prevents it from being skill based and that is why poe 2 currently is just a stat check game. It requires almost no mechanical skill. Trained monkey can play this game if it has decently build char to play. The difficulty is to build the char, not to play the char.

I believe that the game should penalize you for failure, but also allow you to retrieve what you lost and should be made far more difficult skillwise (boss encounters mostly) and much more rewarding for that skill.

My proposal. When you die:
- you lose all experience you had for the next level (not 10%, all)
- you receive -50% experience gain until you redeem yourself (complete a special encounter, map)
- you receive a non-tradeable, solo-only map item that is a snapshot of the place you died in with all the mobs that remained, bosses etc.
- running this map will yield no items and no experience.
- Clearing the instance will remove your exp debuff and give you all of your lost experience back along with all items in certain range from where you died (you can fill one inventory and part of the loot from the boss).
- you have unlimited entries to that instance, but each atempt after first costs an increasing amount of gold. The map dissapears after clearing the instance and claming the exp back.

What it would improve:
- it does the same what the penalties do now, you won't go naked or unprepared
- it allows learning the mechanics which also enables GGG creating much more demanding boss fights
- it allows to tune your build, check if you are ready for something at the cost of your time and loot from that encounter.
- it alivates most of the frustration that comes with dying because of bugs, random one-shots, dcs etc. You just rerun the map, if it was something unfair you will easily clear it and regain what you lost. The only cost for unfair death is the lost loot and exp from the rest of the map that you did not finish
- it cannot be exploited as it does not give any rewards, you only can regain what you lost.
SSF


XP loss is actually a symptom.


Scaling. The game doesn't scale.

At about level 87-88, experience gain falls off to the point where we don't need to think about it. Its no longer a part of the game.

In early endgame levels you can gain the exp right back pretty easily- and you're upgrading gear. There is progression.


Then there is no progression. Cap maps, dealing with weird mechanics that are expensive, to get better maps- which don't really matter anyways. Gear upgrades become EXTREMELY rare. Nearly the only reward is leveling. Even when you level, it doesn't feel rewarding, it feels like nothing changes.

The game basically becomes much harder, the rewards do not increase, exp scaling falls off a cliff. It feels like you're getting nothing, because you're getting nothing. Pretty simple math.


We can blame that on exp loss, but exp loss was never an issue until scaling fell off.

Just incase we need one more point. We're in a forum instead of playing the game. YIKES.

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