Punishment for dying in maps/endgame

First of all, I think it is great that you can die anytime in this game if you do not pay close attention mobs swarm you you get stuck and killed very fast or some hard hitting mobs destroy you (unless you have completely broken build), as it keeps you on the edge and engaged with the game.

BUT dying just once costs you too much (time), to the point where when I die (usually thanks to lags), it often makes me just close the game and leave it for a while.

What could be a decent solution:

If you die in a map, you do not lose exp nor the map itself, instead you would lose items, that are dropped on the ground and nonstackable or unidentified items in your inventory, mobs you killed would not respawn.


1. This way, you would keep currency in your inventory
(at least some of the loot you managed to get, so at least some progress)

2. You will get another chance to clear the rest of the map
(as long as you have some portals left)

3. It would make you think a bit more about how to use your portals, because you would have to think whether it is worth risking dying with the loot you got, while on the other hand you would have to think "Is it worth giving up potential try/life just for these items?"

(currently if a walking stash and merchants got summoned after you clear the map they would have the same function as portals have just with less annoyance of going back and forth)

4. You would still have to try your best not to die during maping, but dying during bossfights would not hurt as much while still creating pressure for your next try, and would let you learn on your own during the bossfight instead of watching a video how to do it to not lose hours of gametime for nothing.
So the death would stay punishing while being lot less annoying and time consuming


This is just my idea for improvement, if you got any better chime in and maybe something will come out of it.

Good luck to you all.
Последняя редакция: Antox#7072. Время: 9 янв. 2025 г., 14:23:12
Last bumped10 янв. 2025 г., 05:46:45
I'm a simple man, I see "no xp loss on death", I click "like".
Последняя редакция: complexxL9#3968. Время: 9 янв. 2025 г., 13:18:53
Accidental quote
Последняя редакция: Antox#7072. Время: 9 янв. 2025 г., 14:28:36
So, basically no downside at all for dying?

LOL - I left stuff on the ground for a reason. Who cares if that disappears.
Последняя редакция: superbomb1967#5561. Время: 9 янв. 2025 г., 15:03:44
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superbomb1967#5561 написал:
So, basically no downside at all for dying?


Yes, the downsides would be you losing 1 of the 6 portals on the map. And the bad feeling of dying in the game. No need to add any extra punishments beyond that, this is Softcore not Hardcore CBT-9000 mode.
Honestly I think they should remove all the PoE1 baggage. Get rid of 1 or 6 portals, let us do what we did in the campaign, respawn at checkpoint even in map. We still get wasted time when dying and if it's a boss or some busted rare, it's HP will reset. Just don't respawn mobs in maps.

I'd prefer the game be challenging in the way acts 1-3 were. Boss fights were hard, the odd trap in some maps, mobs still a threat, you weren't clearing screens in a second. I don't want to play a game that is punishing, especially when that punishment disrespects my time.

I like progression, to feel like I'm getting stronger/better, a lot of others do as well. PoE2 has multiple issues with that, XP loss on death is one of them where it can infinitely stall my progress instead of just slowing it down. Can't learn a hard end game boss, can't level, can't do harder content due to risk of losing XP and going backwards.

This is on top of gear drops being able to roll affixes all the way back to stuff you'd get on level 1 gear, at any level. If I have an ilvl80 weapon, it should roll mods close to that level (ilvl60+ for example), that way drops will actually be upgrades as you progress. Instead my character has ilv30-40 gear that can't be replaced without trading because nothing dropped for 40+ levels that was better, it's a stupid system.
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superbomb1967#5561 написал:
So, basically no downside at all for dying?

LOL - I left stuff on the ground for a reason. Who cares if that disappears.


Apart from the portal dissapearing as I said originally:

"You would lose items, that are dropped on the ground and nonstackable or unidentified items in your inventory"
(obviously other than your equipped gear)

So not only the items on the ground, that would be the biggest punishment.
Losing exp and access to the map (particularly pinnacles and the unique bosses) are the most egregious punishments for dying in endgame.

There are already plenty of other punishments you get for dying: lost waystone, lost ground loot, lost map bonuses, and lost real life time, in addition to exp and map access.

Losing exp practically guarantees that risky builds and non-meta builds will NEVER reach max level. Why play melee, risky, or engaging builds when dying sets me back so much? Why engage with a boss fight when I should just be one-shotting it to avoid all the punishment? I won't care about good boss fights when I care more about not losing character progress. I won't look forward to difficult fights because I just think of all the time I would waste just to attempt the fight again. I would rather sell the key, look up guides on how to beat it, or make a meta build and one-shot it without engaging in any of the fight.

Losing map access follows the same line. I spend many hours just getting to attempt to fight a unique boss (pinnacles, etc.). If I want to learn or enjoy the boss, I risk wasting time, setting myself back, and then spending many more hours just to attempt it again. I will learn almost nothing since each attempt is so far apart. I am better off ignoring boss mechanics or not attempting it at all.

Why make great boss fights when you incentive players to ignore the fight? Players will always try their best to avoid being punished. The campaign boss fights are great when you don't one-shot them. I want more of that. Harder and longer fights with many more attempts at it, learning and enjoying the gameplay. Like Elden Ring where you can keep re-attempting the fight over and over until you learn it.
Exp penalty has to go!
The game is amazing, but after level 93 is becomes nearly impossible to progress in levels... You can farm for two hours, die once and it's gone.

It feels horrible, it's a quit moment.
Please respect you players time and remove this ASAP.

9/10 game, lets go for 10/10
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Leezurli#0616 написал:
Losing exp and access to the map (particularly pinnacles and the unique bosses) are the most egregious punishments for dying in endgame.

There are already plenty of other punishments you get for dying: lost waystone, lost ground loot, lost map bonuses, and lost real life time, in addition to exp and map access.

Losing exp practically guarantees that risky builds and non-meta builds will NEVER reach max level. Why play melee, risky, or engaging builds when dying sets me back so much? Why engage with a boss fight when I should just be one-shotting it to avoid all the punishment? I won't care about good boss fights when I care more about not losing character progress. I won't look forward to difficult fights because I just think of all the time I would waste just to attempt the fight again. I would rather sell the key, look up guides on how to beat it, or make a meta build and one-shot it without engaging in any of the fight.

Losing map access follows the same line. I spend many hours just getting to attempt to fight a unique boss (pinnacles, etc.). If I want to learn or enjoy the boss, I risk wasting time, setting myself back, and then spending many more hours just to attempt it again. I will learn almost nothing since each attempt is so far apart. I am better off ignoring boss mechanics or not attempting it at all.

Why make great boss fights when you incentive players to ignore the fight? Players will always try their best to avoid being punished. The campaign boss fights are great when you don't one-shot them. I want more of that. Harder and longer fights with many more attempts at it, learning and enjoying the gameplay. Like Elden Ring where you can keep re-attempting the fight over and over until you learn it.


I agree with you.
The current punishements push us into making the most broken builds possible, which if you are new player you will most likely have to use a guide for as well as for fighting pinnacle bosses otherwise the game will feel awful.
But doing so robs you of the feeling of exploration and excitement about trying something new and achieving stuff by yourself, and option of trying new cool ideas.

While saying that I believe some punishment for death is necessary to increase engagement with the game hence my original suggestion in the post.

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