Exp loss on death topics are getting out of hand.
xp loss would be fine if we had a way to practice maps before actually doing them.
Not everyone is running a 1 button screen clear build, nor do they have the currency to make it work. A form of practice map would give everyone a fair try at the map to see what they might get screwed over by. This is the same reason why trials are unpopular. You slog for 20mins just to attempt something you know nothing about, get demolished instantly, and are again expected to slog 20mins to hopefully find out why you got demolished. It's NOT an enjoyable gameplay loop. If GGG is going for "wider audience", that's not how you do it. |
![]() |
Simply put to OP - the root cause comes down to balance. If some classes can easily pick up survivability nodes (Monk as an obvious example) where others can't, armour obviously being something in question - then the punishments aren't uniform all around.
I said in a different post - until it's without "reasonable" doubt that the player, regardless of class (not build, but class), as well as the various bugs that are still present in the game (e.g. I posted a video showing an obvious telegraph issue) - no, the penalties aren't equal, and therefore not fair across the board. I'd be fine with the penalties if it was my fault (at least, majority of the time - excusing a bug here or there that inevitably happens) - but it's not. Comparing a Monk or Witch who has easy access to ES and other things, vs. a Warrior or Merc with nothing on that side of the tree that is useful, I don't think it's a difficult concept to grasp. Directly - the complaint might be the penalty, sure, but the root is the balance (as well as evident bugs) which does nothing but exacerbate that even more. I'm willing to bet (on a hunch) that those other classes with better survivability aren't complaining as much. If you want a blunt example of the balance - Witchhunter has to sacrifice 50% of both armour and evasion to get Sorcery Ward. Invoker gets 40% - plus - ES recharge rate with no penalty. The balance aspect at least, simply isn't debatable. IMO, if that's more "fair" overall, I'd expect a decrease in the death penalty complaints. Dernière édition par Junki3JJC#5645, le 2 févr. 2025 06:53:39
|
![]() |
Just want to put in my two cents' worth:
You're entitled to your opinion, but the tone of this post is exactly the kind of gatekeeping that drives people away from games like Path of Exile. The idea that "if you don’t like it, go play something else" is not only dismissive but also incredibly counterproductive if the goal is to attract new players, especially from other ARPGs. The -10% XP penalty may have existed in PoE 1, but blindly carrying it over to PoE 2 without considering whether it actually improves the game is a rigid, outdated design philosophy that ignores whether it actually benefits the game. The argument that "it exists for a reason" does not automatically mean it’s a good reason. The reality is, it disproportionately punishes casual and mid-core players far more than experienced players, and if the goal is to grow the community, then alienating those players with outdated mechanics is a bad move. As for the claim that this game has "way fewer one-shot situations", that’s great—until you realize that the penalty actively discourages learning from mistakes. A game that prides itself on difficulty should make failure a learning experience, not a tedious punishment that simply wastes a player's time. The more hours you sink into an ARPG, the less of an issue this becomes, but not everyone has the luxury of no-lifing the game to mitigate a mechanic that serves no real purpose other than punishing imperfection. And let’s be real—this isn’t about preserving some sacred PoE challenge. It’s about elitism. The idea that "I suffered through it, so you should too" is the classic gatekeeping mentality that keeps genres from evolving. A well-designed game should accommodate different playstyles without forcing everyone into a single mold, and clinging to a rigid "one-size-fits-all" punishment does nothing but shrink the potential player base. At the end of the day, the argument isn’t about removing difficulty—it’s about refining it. A penalty that turns failure into frustration rather than a meaningful learning experience is bad game design, no matter how long it’s been around. If PoE 2 wants to bring in new players, it needs to rethink outdated mechanics instead of stubbornly defending them just because "that’s how it’s always been." For the record, when you kick someone while they're down it does not make them any less of a person, it makes you the lesser person. Lastly, a small jab every now and then (5% to 10% max loss per 10 avoidable deaths, etc.) is a wakeup call to improve or reassess, but being hit constantly by this penalty for every time you die is an insult and is quite demoralising. Telling casual and mid-core players to 'go play something else' is exactly the kind of toxic hostility that has no place in a community that should be welcoming and encouraging to new players. Dernière édition par ilSalvatore008#1351, le 2 févr. 2025 09:03:50
|
![]() |
" Yea and the numbers of trolls on this forum actively dismiss everyone who has just critics of the game, is growing. |
![]() |
" Yeah, because only critic opinions are valid. Obviously. |
![]() |
It's not about the 10% loss of experience, that's fine with me, as it was with poe 1. What's annoying is losing 10% experience, losing ALL the bonuses, mechanics, etc. on the map, in addition to only having 1 portal . This should be removed from the game. Only the loss of experience should continue.
|
![]() |
" I feel exactly the other way around. The loss of keystone, map bonuses, mechanics is fine because it's just puts you back at where you were before you started that map. Exp loss on the other hand punishes you with erasing progression. What you describe feels bad on maybe lvl 75 or 80 when the xp loss is easily recouped in 10 minutes or so. But on lvl 95 or so, those 10% exp loss erase hours of progression and feels a hundred times worse. Dernière édition par Slart1bartfast#0332, le 2 févr. 2025 18:54:28
|
![]() |
" Keep talking. People like you always run at the first sight of failure. Seen it so many times in other failed games. The trolls are detached from reality because they like trolling. But when reality hits, they are the first to run and act as if they are not directly involved. Dernière édition par DutchMilk#4689, le 2 févr. 2025 23:25:19
|
![]() |
" But... Aren't you the kind of person that keeps dying and blame the game's design for it and threaten to quit and to sue GGG because of it ? And the devs should listen to you ? Ah ! |
![]() |
" HAHAHA. What a load of nonsense. The design is fatally flawed. Even Jonathan admitted himself. Go watch his interview on directing resources to Path of Exile 2. They are not listening to me, they are listening to money. Money spoke. There are more customers who are sick of the issues than the minority trolls like you. You have no place in this forum if you contribute nothing critically. What are you even on when you said the game is good? When it is obviously super bad? Stand your ground and debate and not troll like a child. The game is in a bad shape which is the reason why they pull the carpet out of Path of Exile 1. That backfired and it is extremely funny to see that. You are a troll for a long time. The get good crowd and the head in the sand group like you need a rude waking. A game which is riddled with problems that was solved in the first and offered nothing new, is nothing to be a failure. Dernière édition par DutchMilk#4689, le 3 févr. 2025 00:35:52
|
![]() |