GGG , changes to endgame are good. But please remove the EXP penalty on death

The less player you have in the game, who just max out their character and faceroll bosses, then maybe get grounded at T4 Arbiter, the less content everybody gets.
They need to pay the devs after all. Time is limited by default.
And now you have only time sinks installed to keep you thinking there is some sort of progression.
But its really not. lv85 is already enough to do a T4 Arbiter.
What are we playing after that? A massive time sink. Thats why they call it a slog. A tedium. No fun involved.
The people that are still having fun? Fine have fun. All power to you. But at the same time most of them will complain about no content beeing there for them to beat in this elitist way.
Well, Im out too, in that case.
I get fun in arpgs out of building and maxing out a character. So maybe, looking at poe1 in hindsight, not a good idea to join poe2 in the first place.
All of my friends have the same standpoint. I know thats like 3. But it is what it is.
Adding harder and harder content is fine. Having a game that makes you feel miserable several times a day, will leave a really bad impression.
Here we are.
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SpankyKong#9805 написал:
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Naharez#3496 написал:
I actually like the exp loss when you die in engame, because it feels to me like another build-check, like Jamanra is, where the game tells you: "You either have a good build here, or you won't progress." This feels exactly the same to me and I actually like it very much.


Can you explain why losing (your map waystone, the map mechanics, your tower juice, the boss on the node, and your time) does not feel like a build check to you?


Because he is better of course!

We just need a split. Let the clout chasers run after cars.

The whole point of ARPG is to make a build that inspires you. Even a crappy one should be doing all content at easiest difficulty if you are 10 lvls over the zone. And that is what we want. Not somebody telling me to get gud, buy gear, grind for 1500 hours or whatever else it is that I'm "supposed" to do to enjoy the game.

Make a Softcore league please. No exp penalty.
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SpankyKong#9805 написал:

Less than 25% of peak season players are even playing anymore & only 4 players in the entire season have reached level 100.

In light of Mike's quote above - I'd like to reiterate something I said in a separate but topically related thread.

"Most of the people in favor of XP loss don't even reach level 100 themselves. They don't care if they're stuck at level 90 forever. What's important to them, is that YOU don't achieve it & that YOU feel frustated at stolen progress."


+1
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Barbararella#3155 написал:
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SpankyKong#9805 написал:

Less than 25% of peak season players are even playing anymore & only 4 players in the entire season have reached level 100.

In light of Mike's quote above - I'd like to reiterate something I said in a separate but topically related thread.

"Most of the people in favor of XP loss don't even reach level 100 themselves. They don't care if they're stuck at level 90 forever. What's important to them, is that YOU don't achieve it & that YOU feel frustated at stolen progress."


+1


I don't agree with this. This assumes some kind of personal hatred towards other players, which I do not think is the case. I don't want other players to feel frustrated, but at the same time I do not want the devs to take out mechanics, that make the game as challenging as it needs to be in order to be fun. If you can't progress, because of exp loss, then that means your build doesn't work in the area you're in right now and you need to adapt. That is my take on it and it seems to be a very important mechanic to the game that makes it fun and worthwhile. Take out the "checks" to your build and you play some kind of interactive movie that tries to enjoy you a bit until you reach the end of it. Not really good design, but there are many games like that for sure.

We can talk about the fact the game isn't polished enough to make there be enough options for you to adapt your build and then progress further. That can very well be the case. But to differentiate this, there would need to be more detailed investigations.
How adapt? Do the trading game? Or just play something completly different from what I wanted to, to make a numbers game work? Nah, Im good. Back to Elden Ring.
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kosmo_blacksmith#5449 написал:
How adapt? Do the trading game? Or just play something completly different from what I wanted to, to make a numbers game work? Nah, Im good. Back to Elden Ring.


I believe that's the game right now, yes. But that can be fun to some people. It was to me in Path of Exile 1, because it was well polished and well implemented. Not quite the case here, yet.
Последняя редакция: Naharez#3496. Время: 29 апр. 2025 г., 13:57:47
For something that is not even affecting the player who is oviously not dying?

Does not compute with me. Sorry, not a bit. Sugar and whip.
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ArdeleanuG#2185 написал:
P.S: I'm running with full lightning,fire and cold resistances. My chaos resistance is at 60%


Armour is at 30% , Evasion 50% and Block is 31%


It's called baseline resistances and glass cannon defenses.
The game doesnt give you more than baseline.
Baseline is also useless.
Thats just a placeholder on your gear to have more depth. Doesnt do shit for you, else evoiding getting oneshot from basically everything.
And now it is just about stacking damage. Through trading of course. Thats not fun. Thats a Cid Meiers game. Not even a good one.
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Naharez#3496 написал:

I don't agree with this. This assumes some kind of personal hatred towards other players, which I do not think is the case. I don't want other players to feel frustrated, but at the same time I do not want the devs to take out mechanics, that make the game as challenging as it needs to be in order to be fun.


There are a large number of posts in every thread about XP loss that attempt to marginalize & condescend to opponents of it. That, plus the extremely low number of players reaching level 100 - is the basis of my perception.

Also punishment is not challenge. Challenge would be learning mechanics of a fight, or figuring out how to adjust your build. But the punishment itself is distinct from the concept of challenge. & as I pointed out - even without XP loss in the equation, there are lots of other punishments in place which would push players to avoid dying. It is not required - XP loss (in the scheme of punishments) is merely the rotten icing on a rotten 5-layer cake.

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Naharez#3496 написал:

If you can't progress, because of exp loss, then that means your build doesn't work in the area you're in right now and you need to adapt. That is my take on it and it seems to be a very important mechanic to the game that makes it fun and worthwhile. Take out the "checks" to your build and you play some kind of interactive movie that tries to enjoy you a bit until you reach the end of it. Not really good design, but there are many games like that for sure.


The reason this is absolute nonsense, is because your logic tracks as such: a player can run 10/20/30 T15 maps with no issues... then on the 31st map they die to a poorly telegraphed or totally unexplainable one-hit-kill. This happens all the time, but according to you it doesn't matter that they can clear the tier 100 times - one death means they aren't ready for that tier.

I also notice how you engaged in the exact kind of condescending I was taking about - as if players merely want to play an "interactive movie" by asking that their earned progress not be taken away from them. You were not subtle enough.

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Naharez#3496 написал:

We can talk about the fact the game isn't polished enough to make there be enough options for you to adapt your build and then progress further. That can very well be the case. But to differentiate this, there would need to be more detailed investigations.


The pattern is that every patch will be removing more and more power options from the player. 5 months after launch - I don't need investigations, I need action. XP loss is why I no longer spend money to support these devs.

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