XP LOSS - I actually have a good suggestion

To my way of thinking things like omens dont have to be removed from the game at all as they would still be useful to the folks who would be playing with the death penalty. The only difference I think would be seen is a price change as they would either be a more sought after item, or a drop if it becomes a less sought after item.

The same goes for multiple server types.. not needed if its just an check box or slider in the options menu, there really is no need to make things way more complicated than it needs to be. In theory, and I'm not a coder in any shape or form. It should just need a few lines of code that says if radio position is 0 apply -10% if position is 1 apply 0% and if position 2 apply -100%. Obviously it isn't going to be that simple but the premise is.

No one is asking for special treatment, no one is asking for anything that would be unreasonable. That one small change could potentially have a big impact on the playerbase as it would be more friendly to new players.

Exp loss was introduced and kept in the design as a tool for balancing the passive skill tree and to extend player's play-time.

Its a self-fulfilling method, introducing a problem to solve another problem which solve each others. Just the same as the 0 portal in 0.1. They want deaths to have even more weight, which is a problem that needs to be solved and in theory, it will increase play-time because on how the entire game designed around itemization and trading, but in reality, it barely solve the problem of trying to keep player engaged in the endgame or keeping inflation rate in check.

Just look at Settlers league retention rate for up to 4 months. Its the best retention rate among all PoE 1 leagues, and the major reasons on why that is, is because the introduction of currency exchange npc and arguably has alot of build diversity. Not because the sudden removal of exp loss, or a radical and sudden shift in player resource acquisition pacing. The league was just that good and players are loving it.

Exp loss is not the end, but it's a mean, a mean to balance the skill tree, player's power and progression pacing. Removing exp loss will ended up in making players level slower, and nerfing alot of passive skill points because there is no risk involved, so the reward has to be so-so. It won't solve anything, it will just replace a frustration with another frustration.
I really wish the other side would stop with the dishonest framing that removing XP loss means dying is meaningless. There's 4 others layers of punishment in place & plenty of incentive not to die besides XP.
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bewilder2#0356 написал:
Exp loss was introduced and kept in the design as a tool for balancing the passive skill tree and to extend player's play-time.

Its a self-fulfilling method, introducing a problem to solve another problem which solve each others. Just the same as the 0 portal in 0.1. They want deaths to have even more weight, which is a problem that needs to be solved and in theory, it will increase play-time because on how the entire game designed around itemization and trading, but in reality, it barely solve the problem of trying to keep player engaged in the endgame or keeping inflation rate in check.

Just look at Settlers league retention rate for up to 4 months. Its the best retention rate among all PoE 1 leagues, and the major reasons on why that is, is because the introduction of currency exchange npc and arguably has alot of build diversity. Not because the sudden removal of exp loss, or a radical and sudden shift in player resource acquisition pacing. The league was just that good and players are loving it.

Exp loss is not the end, but it's a mean, a mean to balance the skill tree, player's power and progression pacing. Removing exp loss will ended up in making players level slower, and nerfing alot of passive skill points because there is no risk involved, so the reward has to be so-so. It won't solve anything, it will just replace a frustration with another frustration.



Exp loss doesn't make deaths have weight. Dying already feels bad, you already potentially lose loot and map and league mechs in PoE 2. It doesn't "balance" the passive tree in any way either?

In PoE 1 if I really wanna get to 100 on my zhp 3000 life glass cannon build I can either do 50 lvl83 Sanctum Tomes at lvl99, or buy some 5-way legion rotas.

Wow congrats to me I have reached lvl100. Such an achievement.


Do you see how players will just find ways to walk around this bad design choice? The moment some kind of OP exp method exists in PoE 2 you can bet anything that people will be doing rotas for that too. Why wouldn't they? Everyone is just gonna choose the quickest and fastest way to get to 100(or their target level) so they can stop caring about exp after that.

Exp penalty just creates this kind of emergent gameplay that has no good reason to exist. If I didn't lose exp on death I'd just do some chill mapping every day, and eventually slug my way to 100 on my own pace. And you know what? I'd have fun doing that. I wouldn't feel the need to buy exp legion rotas, I wouldn't feel the need to buy boss carries cus I'm scared of dying and losing 10% exp.


Just look. Look at how many problems and cringe gameplay exp loss creates.

And it can all be solved with a simple "on/off" switch or slider in the settings menu of the game. That's literally all they would have to do and its solved.
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SpankyKong#9805 написал:
I really wish the other side would stop with the dishonest framing that removing XP loss means dying is meaningless. There's 4 others layers of punishment in place & plenty of incentive not to die besides XP.


We dont mention that, otherwise the argument becomes too logical and based in reality.
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Kodavor#1200 написал:
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SpankyKong#9805 написал:
I really wish the other side would stop with the dishonest framing that removing XP loss means dying is meaningless. There's 4 others layers of punishment in place & plenty of incentive not to die besides XP.


We dont mention that, otherwise the argument becomes too logical and based in reality.


True.
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Kodavor#1200 написал:
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SpankyKong#9805 написал:
I really wish the other side would stop with the dishonest framing that removing XP loss means dying is meaningless. There's 4 others layers of punishment in place & plenty of incentive not to die besides XP.


We dont mention that, otherwise the argument becomes too logical and based in reality.


This is the 2nd most requested thing after auction house for months now. And all contra-arguments have been debunked to their bones.

If only anyone from the dev team ever read these forums, next patch could be a monster in player retention.
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Kodavor#1200 написал:
Why dangle it in front of all then? Why TF dangle the Exp bar? If the game is for lvl 90s then REMOVE the exp bar at lvl 90!
This I can get behind. I think it would be fine if you could make the XP bar invisible in the settings.
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Kodavor#1200 написал:
You cant take a piss for 90% and let the remaining 10% leak in your pants and call it a good design!
It is a good design. Great in fact. You get 90 easily and then any extra power is earned by playing carefully and utilizing omens. You get whatever your ability to play the game gives you. It's a lot more interesting than a game designed for level 100 characters.
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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 !



Technically you lose more than one bar at the moment and less than 2 bars. So, I guess your happy with that compromise :)

Edit: these xp penalty threads are pointless. GGG uses it to incentivise not punish, and honestly if you lose 10% xp because you died then you either weren’t ready for that content or were daft enough to run a high risk pinnacle with 90% xp. When you’re 92-94 and it takes an hour plus to make back a death you don’t risk dangerous content (or just don’t care about losing 10%).
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Последняя редакция: Timbo Zero#8289. Время: 25 апр. 2025 г., 09:50:31
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Timbo Zero#8289 написал:
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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 !



Technically you lose more than one bar at the moment and less than 2 bars. So, I guess your happy with that compromise :)

Edit: these xp penalty threads are pointless. GGG uses it to incentivise not punish, and honestly if you lose 10% xp because you died then you either weren’t ready for that content or were daft enough to run a high risk pinnacle with 90% xp. When you’re 92-94 and it takes an hour plus to make back a death you don’t risk dangerous content (or just don’t care about losing 10%).


No, all it does is make me want to alt+f4.

It encourages nothing, it teaches the player nothing. It only wastes your time.

Pointless and bad game design is what this is, I don't know why this game clings to ancient ideas from the year 1997 or 2000 or whenever Diablo 1 and 2 came out hooooly

This isn't some grindy MMO from the olden days, no need for exp loss to exist. It's dumb. Dying already feels bad, the game doesn't need to kick a player while they're already down. The "you weren't ready for it" argument is such a condescending,bad reason. Let people play the game however they want.

I can kill Exarch and throw my corpse at the ball phase cus I suck at it, but I still killed the boss thus I have the skills to do that content. Losing 20% of my exp is just an unnecessary slap in the face lmao

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