Why dedicate my time if I can lose all my XP with a death penalty?

They should make it easier to get level 100 honestly. If they are stick to the whole "you have to make a new character every league to pretend there is something to do mechanic." also the exp loss is horrible.
"I have simple question. Why do you care if someone reaches max level without a fuss? Its still takes a very long time and effort even without penalty.
Does it affect your gameplay in any negative way? Does it have negative impact? Does it hurt your feelings maybe?"

You're onto them Mana.

For the people who are actually lvl 100 in POE1, if you check their profiles, they're some form of S-Tier Tank Meta or S-Tier DPS Meta. They play safely, carefully in tank meta or cheese meta then tell you that you should just "get good". It's not about getting good. It's about getting on the tank meta or the S-Tier Mobalytics meta.

For the people like the guy who disparaged you with the hidden profile, I assure you, he's not anywhere near where you are. He doesn't encounter your problems, so he's content to sit with his "luxury beliefs" because he doesn't actually have to live with the consequences of his stanning.

Full disclosure: I'm a lvl 92 Titan. Melee's rough. Had to go as tanky as possible. This isn't a flex because this isn't skill.

I'm not suddenly an "elite" player because I just play slowly, carefully with 75% Armour, 75% Block, 4.5k HP, 75% All Res and 51% Chaos Res. I'm basically playing in a cowardly way that goes against all the joys of Soulslikes: taking risks.

It's... not fun. And while the game shines in so many other ways, this is what'll kill the game, ultimately, when it comes to launch: it'll alienate the wider audience that Elden Ring was able to appeal to.

My family and I are here to see if this game becomes the kind of game we can all enjoy, hence the feedback on the feedback forums.

But if Path of Incel is what GGG wants, then let them have it. Speak with your wallet.

Tencent's livid, I'm sure, that they've already lost half their playerbase. If that's the kind of game GGG wants... and that's the kind of game the stans want, let them have it. Until then, I hope you and everyone will keep voicing their opinions. This is a great game. I'd love for this game to be a home game, a family game for friends and loved ones... but hey, if it's going to be purely for incels, then they're welcome to their kingdom.
Последняя редакция: obtenebration0113#3459. Время: 5 янв. 2025 г., 22:28:45
"
GeoFruck#1167 написал:
This issue, and others, are the same issues I eventually put down POE1 for. The game is touted for all of these options, the huge passive skill tree, the gems system, which are all really awesome, and I like these aspects, which is why I've played POE1 and now 2. However, all of that doesn't really mean anything when it comes to end game, because there are always only a select number of builds that can survive end game and reach max level. To me, that feels disingenuous on the developer's part. It lacks true balance.

Then you have the gear and the horrible third-party market that exists in both now. Nobody will be able to convince me that people who have gotten their perfect gear set didn't 1) pay for it 2) have an extensive network of people they play/grind with in order to get it, and of course 3) actually grind for it and get lucky with the elementary crafting (at least that part was better in 1 the last time I checked). The #3's I would have respect for, but I would wager the #1's are the most popular.

So, all of the negative aspects that will drive me away, eventually, still exist in the "new" version of the game. I don't really see this as too much of a departure from 1. A new neat gem system, upgraded graphics, and new zones. The RNG seems to be about the same, which is annoying but familiar, the rudimentary crafting is the same (they will probably add the 1 version to this during EA), but it really still "feels" mostly like a "remaster" of 1. Not anything ground-breaking and new.

As far as the topic and all the reply's, I would also like to see an option for no XP loss in endgame, and I honestly don't see why having a different "run" of the game alongside the "classic" (like SSF) would be bad. The hardcore players still get their props, the more casual get their end-game experience. I mean, grinding is still grinding, you should get something for your time.

I don't know exactly what the answer is, but from a business perspective, the devs should really look at this (even though I suspect that they will leave this as is, a POE1 clone) if they want to reach a less hardcore audience, which would equate to more money. I know they would have gotten more money from me in 1 if they had addressed this then.

But, this is their party, so I will plan on just doing what I did. Play through the different classes until I get some (hopefully all) through the 6 acts, try some end-game, and when it stops being fun, rinse and repeat until I'm done. In the meantime, I'll keep my purchases to a minimum, because I don't like having to run meta-builds just to participate in the end-game. IMHO, end-game is why people play games like this, so they should be accessible and fun, without having to resort to exploits and cookie-cutter builds.

I hope they take this opportunity to improve, but their first game is apparently still sustaining them. I just don't see how they are going to attract any substantial amount of new players by basically making the same game all over again.



+1
"
GeoFruck#1167 написал:
This issue, and others, are the same issues I eventually put down POE1 for. The game is touted for all of these options, the huge passive skill tree, the gems system, which are all really awesome, and I like these aspects, which is why I've played POE1 and now 2. However, all of that doesn't really mean anything when it comes to end game, because there are always only a select number of builds that can survive end game and reach max level. To me, that feels disingenuous on the developer's part. It lacks true balance.

Then you have the gear and the horrible third-party market that exists in both now. Nobody will be able to convince me that people who have gotten their perfect gear set didn't 1) pay for it 2) have an extensive network of people they play/grind with in order to get it, and of course 3) actually grind for it and get lucky with the elementary crafting (at least that part was better in 1 the last time I checked). The #3's I would have respect for, but I would wager the #1's are the most popular.

So, all of the negative aspects that will drive me away, eventually, still exist in the "new" version of the game. I don't really see this as too much of a departure from 1. A new neat gem system, upgraded graphics, and new zones. The RNG seems to be about the same, which is annoying but familiar, the rudimentary crafting is the same (they will probably add the 1 version to this during EA), but it really still "feels" mostly like a "remaster" of 1. Not anything ground-breaking and new.

As far as the topic and all the reply's, I would also like to see an option for no XP loss in endgame, and I honestly don't see why having a different "run" of the game alongside the "classic" (like SSF) would be bad. The hardcore players still get their props, the more casual get their end-game experience. I mean, grinding is still grinding, you should get something for your time.

I don't know exactly what the answer is, but from a business perspective, the devs should really look at this (even though I suspect that they will leave this as is, a POE1 clone) if they want to reach a less hardcore audience, which would equate to more money. I know they would have gotten more money from me in 1 if they had addressed this then.

But, this is their party, so I will plan on just doing what I did. Play through the different classes until I get some (hopefully all) through the 6 acts, try some end-game, and when it stops being fun, rinse and repeat until I'm done. In the meantime, I'll keep my purchases to a minimum, because I don't like having to run meta-builds just to participate in the end-game. IMHO, end-game is why people play games like this, so they should be accessible and fun, without having to resort to exploits and cookie-cutter builds.

I hope they take this opportunity to improve, but their first game is apparently still sustaining them. I just don't see how they are going to attract any substantial amount of new players by basically making the same game all over again.



+1
"
obtenebration0113#3459 написал:
"I have simple question. Why do you care if someone reaches max level without a fuss? Its still takes a very long time and effort even without penalty.
Does it affect your gameplay in any negative way? Does it have negative impact? Does it hurt your feelings maybe?"

You're onto them Mana.

For the people who are actually lvl 100 in POE1, if you check their profiles, they're some form of S-Tier Tank Meta or S-Tier DPS Meta. They play safely, carefully in tank meta or cheese meta then tell you that you should just "get good". It's not about getting good. It's about getting on the tank meta or the S-Tier Mobalytics meta.

For the people like the guy who disparaged you with the hidden profile, I assure you, he's not anywhere near where you are. He doesn't encounter your problems, so he's content to sit with his "luxury beliefs" because he doesn't actually have to live with the consequences of his stanning.

Full disclosure: I'm a lvl 92 Titan. Melee's rough. Had to go as tanky as possible. This isn't a flex because this isn't skill.

I'm not suddenly an "elite" player because I just play slowly, carefully with 75% Armour, 75% Block, 4.5k HP, 75% All Res and 51% Chaos Res. I'm basically playing in a cowardly way that goes against all the joys of Soulslikes: taking risks.

It's... not fun. And while the game shines in so many other ways, this is what'll kill the game, ultimately, when it comes to launch: it'll alienate the wider audience that Elden Ring was able to appeal to.

My family and I are here to see if this game becomes the kind of game we can all enjoy, hence the feedback on the feedback forums.

But if Path of Incel is what GGG wants, then let them have it. Speak with your wallet.

Tencent's livid, I'm sure, that they've already lost half their playerbase. If that's the kind of game GGG wants... and that's the kind of game the stans want, let them have it. Until then, I hope you and everyone will keep voicing their opinions. This is a great game. I'd love for this game to be a home game, a family game for friends and loved ones... but hey, if it's going to be purely for incels, then they're welcome to their kingdom.


I completely agree with you. People should speak with their wallets. I have around 4k hrs in poe and I have made a rule for myself. I will give either time or money choose which u want from me. POE gives me joy but it gives me just as much irritation. So I pay in kind, I will not spend a single cent more than I absolutely have to if the game keeps demanding more and more of my time for tedious tasks.

Difficulty should stay, tedium should go.
Последняя редакция: commonsensei#0217. Время: 6 янв. 2025 г., 01:13:49
Still unanswered: why can't it be configurable?
"
CaduAndrade#9284 написал:
Still unanswered: why can't it be configurable?

Because PoE is not a singleplayer game, even though most of us play solo.

You can't have player customizable difficulty, when you have a global, completely free economy. The unlimited trade system is what makes the game 'multiplayer' and what prevents any kind of personal customization.

No-one competing in trade leagues would voluntary chose to play with XP penalty.
When night falls
She cloaks the world
In impenetrable darkness
I’m just wondering, what is the last official GGG statement on xp penalty and why they added that in poe in the first place?
"
morbo#1824 написал:
"
CaduAndrade#9284 написал:
Still unanswered: why can't it be configurable?

Because PoE is not a singleplayer game, even though most of us play solo.

You can't have player customizable difficulty, when you have a global, completely free economy. The unlimited trade system is what makes the game 'multiplayer' and what prevents any kind of personal customization.

No-one competing in trade leagues would voluntary chose to play with XP penalty.


And why can't they be excluded from the economy you partake in? Trading system in this game is shit to begin with and need an overhaul, having 2 separate auction houses is no big deal. And even if there is the same economy, nothing would change except you cannot price fix chase items for meta builds as easily. Only RMT/Trade cabals lose out so really, everybody wins.

"
FusionXTC#3438 написал:
The main reason there's penalties is so players actually develop skills and feel rewarded for hitting level 95+, especially level 100.
Without penalty, noobies like you would be able to just grind t1 whites for 500 hours to achieve that goal.


I agree. And for those who is leaving game and crying because of it. go leave, who give AF. Tetris is nice game for you, there is no penalty.

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