XP LOSS - I actually have a good suggestion

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ObEL1SK-#9959 написал:
Wait you get currency? Haha

Well yes, but actually no... XD
Whats the worth of 1k Augmentation?
Because I have those while I had 1 single divine so far and around 25 Vaal





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I would like XP loss changed to only the XP earned in the map so far... or maybe double the XP earned in the map..

See... this is technically in the game.
If you're afraid of dying you can just use currencies on wasytones, filter out those that gives you extra xp
As per usual its RNG, but would be amazing if there would be a guaranteed way to add at least the first mod.

and run the map with omens.


And this is already in the game.
The original developer plan was the soulslike "git gud". If you die, just get better gear.
Now they compromised, we have 2 omens that can save you from xp loss
waystone filtering (many players don't even know that you can use currencies on waystones)
Even less know what you can just filter.
You just spam currencies on waystones, and filter out the wanted/unwanted mods.

Eventually as you gear up all the xp mods will be worthless for you...

Not sure why people are obsessed with level. That +1 skillpoint isn't that much of an improvement as getting the endgame currencies, but I guess each have our own way to play the game...
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pollozik#7790 написал:
All of this is wasting our time. There's still a lot of content to implement, tons of things to test and calibrate, and development is falling behind because of you. Because the devs have to release dozens of patches to satisfy 'the new player


Shocking. EA for a new game and devs are forced to read what their new and growing player base doesn't like about the current state of affairs. Truly shocking!

Like many others I've played games with experience loss for decades. It is truly a lazy mechanic, and yes integral to the game and player progress, so devs doing something about it is not wasting their time.

Exp loss disrespects and wastes our time. All the compromised solutions are missing the point. Reducing it doesn't change how rude it is in the first place.

If any of you "don't die" people truly cared about proving how good you are by not dying, the recipe should be the reverse.

Don't die = gain increased experience (per map) up to 50% of normal.
Die = Reset to 0% extra gain.

NO EXP LOSS and you are REWARDED for not dying. Not PUNISHED for doing so.

inc exp gain on tablets
inc exp gain on waystones
XP shrines
multiply that with atlas node ( explict effect ... )
high lvl map 81 / 82

u want Xp ? once again , its fine . u have tools and there are rules .

Now that I've seen the light and realized that an APRG can exist without exp loss(LE) then the best solution really is just delete it.

It's an unnecessary and outdated mechanic. The year is 2025, exp loss does not belong in a modern game. No reason for it to exist, there never was a reason. 99% of players don't care about ladder. So if the devs care so much about the race to 100 which takes 1 day, then just only enable exp loss in race events/gauntlets. The least they could do is make it optional in the settings, people that want to play with it on can continue to do so and brag about how they "beat the game" on "HCSSF Uber Uber Exp Loss Lose All Items On Death Giga Mode".

The rest of the playerbase gets to have fun. Everybody wins.
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hypochrist#0488 написал:
For me XP Loss is inherent to POE and coming from the Diablo and Diablo 2 ancestors.

But instead of losing 2 bars, we lose 1. Simple as that !



I lose 0.5 bars.

How am I doing it?
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Toforto#2372 написал:
Now that I've seen the light and realized that an APRG can exist without exp loss(LE) then the best solution really is just delete it.

It's an unnecessary and outdated mechanic. The year is 2025, exp loss does not belong in a modern game. No reason for it to exist, there never was a reason. 99% of players don't care about ladder. So if the devs care so much about the race to 100 which takes 1 day, then just only enable exp loss in race events/gauntlets. The least they could do is make it optional in the settings, people that want to play with it on can continue to do so and brag about how they "beat the game" on "HCSSF Uber Uber Exp Loss Lose All Items On Death Giga Mode".

The rest of the playerbase gets to have fun. Everybody wins.


I think this is a great idea. Have the switch so people get to choose, same as you could opt in and out of pvp on world of warcraft.

All I'm seeing at the moment is people rubbishing the idea of removing the XP loss on death so they can either A) make currency by selling omens and B) waving an e-peen in ppl's faces screaming how good they are. For these I'm going to elaborate on your idea a little. Have an additional switch where if they die they lose 100% xp and it takes them right back to zero.
So, are we removing XP loss on death? And by extension, are we removing the omens ? And then, are we removing the ritual mechanics too?

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pollozik#7790 написал:
So, are we removing XP loss on death? And by extension, are we removing the omens ? And then, are we removing the ritual mechanics too?



Ritual has more than 1 omen lol, don't worry the economy will be fine without the exp omen that doesn't even do that much if you die at high levels. There are all the OP crafting omens, and in PoE 1 you have all the useful ones like guaranteed chance orb a unique,6-link an item,6-socket an item etc. etc.


Seriously you can find another method of making currency besides selling Amelioration omens. Like I know the economy is pretty bad and bot-infested in PoE 2 but that's no reason to keep exp loss. A better request would be for GGG to just add in the AH already.
You can progress to around level 95 with one death every 1-2 maps with omens. And until 89-90 without. You choose your path so last levels should be least impactful. Why would you want to take away the challenge of the last 5 Levels from people that are trying to actually play the game?
Don’t worry, I’m aware of the existence of other omens, especially in PoE 1, and I also know how the economy works—no need to worry.

What I wanted to convey is that it’s not possible to simply remove a mechanic without creating a snowball effect. We can tweak/calibrate mechanics, but outright adding or removing them risks literally breaking entire sections of the game

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