10% exp loss on lvl 95 is 25mln exp

I am losing a lot of experience in the maps with rituals, they are badly placed in very narrow spaces, and not to mention that my minions argue about which one will go through the doors first and in the end they block each other.
Creador de contenido https://www.youtube.com/@Deiris
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Waiden#9514 が発言:
This is not Diablo 3 or 4.

In POE, level 100 is not the goal.


Why not?

I enjoy hitting max level in games. Especially PoE, with a full build. It's quite enjoyable.

What I don't like, is losing hours of progress to random deaths!

Lets fix it, make the game more fun.
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Waiden#9514 が発言:
This is not Diablo 3 or 4.

In POE, level 100 is not the goal.


You can't brush off every bad / outdated design with a "this is not diablo". There's a reason 99% of games, that ae also not diablo, don't do it.

Also in POE level 100 is not YOUR goal. Unless you're the secret mastermnid behind POE design.

+1 for completely disabling xp penalty, and instead rewarding deathless perf from players.
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Deiris#2941 が発言:
and not to mention that my minions argue about which one will go through the doors first and in the end they block each other.

Welcome to my personal hell!
While I enjoy PoE 2 minions more (while on a open layout) I absolutely hate them in narrow maps and lost towers.
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fnsonin#2863 が発言:
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Nyon#6673 が発言:
You have to take into consideration that there is no content in the game that requires you to be higher then lvl 95.

So I dont think its as big of a deal as you make it out to be.

I agree that there are some mechanics that needs tuning that feels bad to die to.
But I think its better to give them time to tune those mechanics then removing the exp loss on death


In POE1 T16 maps were 1% of level 100 progress. Running 10 T16 POE1 maps takes less time than running the first Trial of Sekhama to get your ascendancy. Running 10 maps in POE2 is at least 2 hours if not more. The experiences feel completely different because they objectively are. Experience loss on death is a bad time disrespecting mechanic I could tolerate in my 20s. In my 50s, I have better things to do than be one shot and have to waste time getting back to where I was when I died. Fromsoft does this mechanic absolutely correctly, GGG should take a hint.


Dont really see what the comparison to poe1 maps or trials has to do with anything.
My point remains, there is no content which requires you to hit 100.
Exp loss on death is a good mechanic to discourage glass cannon builds with no defense and to reward you for playing for a long while with few deaths.

I dont really see any good argument for removing it. Your only argument is that it annoys you, if your not having fun then maybe this isnt the game for you. There are plenty of players who enjoy the difficulty.

Removing it would just discourage good players and encourage a playstyle similar to corpse rushing bosses or smashing your head on the keyboard and eventually hitting lvl 100 despite having 20k deaths, instead of actually being incentivised to improving
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fnsonin#2863 が発言:


In POE1 T16 maps were 1% of level 100 progress. Running 10 T16 POE1 maps takes less time than running the first Trial of Sekhama to get your ascendancy. Running 10 maps in POE2 is at least 2 hours if not more. The experiences feel completely different because they objectively are.


As a staunch, longtime defender of the exp penalty on death on poe1, I have to admit the above argument rather makes sense given the enormous map size in 2.

Things will change shortly in endgame. They are just throwing shit at the wall to see what sticks.

I remain in favor of the poe death penalty, it shouldn't be "modernized" to become like other games. Looking forward to many balance passes in the future and well...we'll see
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Nyon#6673 が発言:
Dont really see what the comparison to poe1 maps or trials has to do with anything.
My point remains, there is no content which requires you to hit 100.
Exp loss on death is a good mechanic to discourage glass cannon builds with no defense and to reward you for playing for a long while with few deaths.

I dont really see any good argument for removing it. Your only argument is that it annoys you, if your not having fun then maybe this isnt the game for you. There are plenty of players who enjoy the difficulty.

Removing it would just discourage good players and encourage a playstyle similar to corpse rushing bosses or smashing your head on the keyboard and eventually hitting lvl 100 despite having 20k deaths, instead of actually being incentivised to improving


I'm sorry to be the one to tell you this, but this game's meta is already fast glass-cannon builds. There are builds that flood the screen with projectiles and explode everything, there are builds that zoom around maps and kill everything, and there are builds that quite literally one-shot bosses in a single hit. And people are gravitating towards those builds, because that's what is fun to them. And because the best way to avoid dying is to kill the enemies first, because the on-death effects and damage from enemies is so overtuned you'll get deleted unless you have 20k es.

And your argument of "if you don't like the game go play something else" is so nonsensical. That's all the people that defend the bad design of the game ever say. All you're doing is trying to chase players away and being a weird gatekeeper.

You assume that punishing game design will somehow magically just make every human on the planet think to """improve""" somehow, even though most of the deaths in this game are unfair oneshots or stuff you can't see at all. No, people will and are just quitting. Because they don't like their time,effort and progress being wasted and deleted. It's the most anti-fun design ever.

Your perfect "darksouls arpg" does not exist, will never exist. Because there aren't enough people out there that enjoy being punished every 2 seconds in a videogame. And GGG definitely won't be making enough money to sustain this live-service game off a playerbase about the size of Ruthless player numbers.
I'll tell you the biggest problem with the non-optional death penalties in POE2:

It's HEAVILY incentivizes certain builds, while punishing others.

In a game where they clearly want a rich and diverse set of builds, with a literal ton of classes, ascendancies, and a gigantic passive tree, there is no reason why they should implements mechanics that favor a tiny minority of them over all the others.

Want to play melee? Well that sucks, we removed your life nodes, made armor useless, removed most of your defenses, and made all your attacks absurdly slow, while making the enemies ten times deadlier.
Oh, and dying often ruins the game for you.

Here, have this energy shield ranged build. Energy shields get buffs across pretty much all of the passive tree.

And yeah, taking away hours of progression in a game that is unbalanced and in early access is beyond stupid.

The percentage of players that enjoy that punishment is absurdly low.
最後に eldheim#2436 が 2024/12/24 18:36:49 に編集
Yup, you lose 5+ hours of experience, lose your map completely (mechs and all) and it happened by a 1 shot when you're decked out with 4k life and all max res with 80+ evasion and 75+ armour..

It becomes detrimental once you hit 92+ to not die and it absolutely sucks when you do. Hopefully, they change the punishments of dying in maps soon.
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AintCare#6513 が発言:
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Akedomo#3573 が発言:
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Waiden#9514 が発言:
This is not Diablo 3 or 4.

In POE, level 100 is not the goal.


Why not?

I enjoy hitting max level in games. Especially PoE, with a full build. It's quite enjoyable.

What I don't like, is losing hours of progress to random deaths!

Lets fix it, make the game more fun.


GGG stated it shouldn't be your goal. obviously you can make it your goal. back in a day there was a guy that hit 100 on docks in poe1, one death at lvl99 was 2 weeks of running docks. don't remember how long it took him total.

on a side note, im very happy with how things are in poe2, in poe1 right now you can hit 95 and not even realize it.


Not seeing why it shouldn't be a goal. Players like getting to max level. It should be achievable. Even if it took a bit longer, without the death penalty. Don't think it would matter.

It's a goal that people like working towards. Hence why so many people are on the forums complaining about it. GGG said so, isn't a valid reasoning as to why it's not in the game.

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